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


The Order of Paladins are holy warriors who swear to defend the weak, destroy evil wherever it is found, and right the wrongs of the world. They are so righteous and honorable that the noble Gods give them powers to help their cause.

You are not a Paladin. You are the exact opposite. You're a real piece of shit.

What kind of are you? Each one gets high martial skill and some basic starting gear. This chooses what abilities you can get as you grow stronger.

>Fallen: You're a Paladin who break his oath to serve the darkness.
>Hell Knight: You signed a contract to get demonic powers.
>Death Knight: You died and didn't want to leave when it was your time.
>Plague Knight: You're a very very very sick motherfucker.
>Not a Knight: You're just an underhanded asshole with a sword.
>>
>>5075383
>>Hell Knight: You signed a contract to get demonic powers.

Lawful evil best evil.
>>
File: 9874320489723.png (884 KB, 2000x1584)
884 KB
884 KB PNG
>>5075383
>Plague Knight: You're a very very very sick motherfucker.
Time to grow nasty ass pus boils
>>
>>5075383
>Hell Knight: You signed a contract to get demonic powers
Daemonic invasion of the realm of Light, yes please. That'd show those righteous pricks
>>
>>5075383
>Death Knight: You died and didn't want to leave when it was your time.
>>
>>5075383 (OP)
>Death Knight: You died and didn't want to leave when it was your time.
>>
>>5075383
>Not a Knight: You're just an underhanded asshole with a sword.

What the hell does the progression path for this look like? Just becoming a skillchad? I hope so, unenhanced skillchads are based.
>>
>>5075383
>Not a Knight: You're just an underhanded asshole with a sword.

A paladin fucked my mom
>>
>>5075383
>Fallen
Fallen heroes can make for the best villains. Plus we can have our former allies join us through manipulation creating an order of fallen paladins.
>>
>>5075383
Not a Knight.
>>
>>5075383
>Plague Knight
>>
>>5075383
Death paladin because death can suck my rotting dick. The law never dies.
>>
>>5075410
>>5075383
My ID might've changed, but I'm swapping my vote to:
>Death Knight
Since Hell Knight doesn't seem to be winning any time soon.
>>
>>5075383
>Hell Knight: You signed a contract to get demonic powers.

>>5075473
Speak for yourself mate.
>>
>>5075383
>Hell Knight: You signed a contract to get demonic powers.
>>
There is a tie between Hell Knight, Death Knight, and Not a Knight so I'll end the vote later than I was going to.

>>5075440
There's no reason not to answer. Not a Knight is a pure fighter with a lot of dirty tricks and thief skills. Each choice has room to specialize and branch out.
>>
>>5075519
I should say that Fallen and Plague Knight aren't closed to voting.
>>
File: 87230547092541.jpg (3.54 MB, 2560x2857)
3.54 MB
3.54 MB JPG
I guess people don't wanna go on St. Lazarus shenanigans and cough up bloody phlegm daily. Shame
>>
>>5075445
+1
A bastard in its most traditional sense. A cunningly brutal Motherfucker. Like a stray dog without remorse
>>
>>5075445
+1
>>
>Not a Knight: You're just an underhanded asshole with a sword.
>>
>>5075383
>Plague Knight
>>
The vote is now closed. I'll tally them and then we'll start.

>Fallen: 1
>Hell Knight: 3
>Death Knight: 3
>Plague Knight: 3
>Not a Knight: 6

It's settled. You are Not a Knight. At least your enemies can't accuse you of lacking chivalry, since you can't have any.
>>
You are many things. A dutiful soldier (before you were kicked out of the army for being too violent), a loyal son (before you left when things got hard), and a citizen of the kingdom (before your were declared an outlaw), but above all else, you are a free man and you don't serve any other. Your motto: "I do what I want and want what I do."

>Level 1 Evil Fighter (Rascal)
>You have 10/10 HP and have 0/10 XP needed to reach Level 2
>You have no abilities aside from a +1 to hit and +1 to damage from natural skill.
>You have a Dodge of 12, enemies need to roll 12 or higher to hit. Each time you're hit in 1 turn Dodge drops by 1d4 and resets at the start of each turn.
>You have Toughness of 0, enemies do full damage when hit unless they hit armor.

You have a tattered gambeson shirt, (40% chance to ignore 1d2 damage), a rusty shortsword, (1d4-1 damage, min 1), and a splintery buckler (passive 1-in-6 chance to block). You have enough food in your pack for 2 days. You've been walking on the kingdom's road to the outlands for 4 days. You haven't seen anyone but a patrol you hid from in the bushes.

You're starting to think you won't run into anyone unless you try to break into a homestead the hard way when you spot someone. He approaches with a walking stick and a smiling face. His clothes are fine but not fancy and he has a large bag over his shoulders. "Tally ho, traveler! By the garb I take it you're an adventurer and a new one at that! Surely, no marauder worth his salt would leave his gear in such a squalid condition! Hahahaha! I jest, but the look on your face! Tell me, have you heard any good news?"

You've seen this man for less than a minute and he's already insulted you. Now you're pissed.

What do you want to do?

>Run him through!
>Insult him back.
>Ignore him.
>>
>>5075842
>Insult him back.
>>
>>5075842
>Run him through!
>>
Rolled 15 + 4 (1d20 + 4)

>>5075880
>>5075911
You make a snap decision. You'll insult him back and if that doesn't make you feel better you'll run him through.

>Duel of Words
>roll 1d20 vs my 1d20+4

You don't have an expertise or mastery of wordcraft so you can only roll 1 time. If you post an impressive insult with it you'll get a bonus.
>>
Rolled 3 (1d20)

>>5075945
>Nay, I've heard seen but bad news, with that outfit you're wearing!
>>
>>5075978
An insult fitting for the roll.
>>
>>5075945
>>5075978
>3+2 vs 15+4
>CRUSHING DEFEAT

You think up a comeback. "N-nay, I've heard but- I mean I've seen but, no, no, wait, I've not heard but seen bad news, w-with that outfit you're wearing!" The man looks at you like a fool and laughs. "Hahaha! I see you're not an adventurer at all, but an ill-tempered invalid in his father's rags, and a jealous one to boot!"

Oh no. You've been blown the fuck out. How can you even recover? He laughs and shakes his head. "Alas, but I've nothing more to say than to thank you from the bottom of my heart, for this story will surely earn great applause at the next tavern taproom!" You stand and stare as he strolls down the road. "Hah, I bid thee well, my good simpleton, but I've better places to see and better men to meet."

Damn it. That does it. You pull your rusty shortsword and move in for the kill! He's caught completely offguard and can't move to defend himself!

>His Dodge is halved from the surprise attack, from 8 to 4. You need to roll a 4 or higher to strike.

>roll 1d20+1 to hit!
>roll 1d4-1 for damage!
>>
Rolled 3 - 1 (1d4 - 1)

>>5075987
Pre-emptively rolling damage, because I'm a scoundrel like that.
>>
Rolled 20 + 1 (1d20 + 1)

>>5075987
And now to hit.

>>5075990
Since we get -1 from the rusty shortsword and +1 from natural skill, shouldn't this actually be a straight d4?
>>
Rolled 16 + 1 (1d20 + 1)

>>5075987
Damn, not being a knight versed in insults is a travesty. We must find a Word Smith posthaste so we can dunk on people verbally.
>>
>>5075990
/devilish/

>>5075997
Yes that is a straight d4. If we took this roll it would have crit for double damage but you already rolled for damage so we'll use anon's roll that came 12 seconds later.
>>
Rolled 14 (1d20)

>>5075990
>>5075998
>16+1 vs 4
>Traveler is hit for 3 damage!
>Traveler has 2/5 HP left!
>Over half of Traveler's HP has been lost in a single blow, he must save or be stunned!
>He is unused to combat and caught by surprise, so he has to beat 16 or be stunned and lose his turn!
>>
>>5076037
You run the bastard through the back! You miss his spine but his innards is torn and when you wrench out the shortsword, it's all wet and nasty. He stumbles on the side of the road and if it weren't for his stick would've fallen on his arse. You see he's coughing up blood. He groans in horror. "AGH! I was wrong, you were a marauder! Noble gods save me!" You don't see any noble gods here. Just you and your blade.

The traveler can hardly stand. Defending himself from you from behind is almost impossible.

>roll 1d4 for damage and make a decision

>Kill him quickly
>Kill him slow
>Just maim him
>>
>>5076047
>Kill him slow
>>
Rolled 4 (1d4)

>>5076047
>kill him slowly, while asking him where his family is (if he has any)
His family will pay with their blood for his insult
>>
>>5076047
>Kill him slow

Keep chopping off parts until he tells us where his family lives.
>>
Rolled 20 + 8 (1d20 + 8)

>>5076067
>>5076073
>Traveler is hit for 4 damage!
>Traveler has -2/5 HP left!
>Traveler has been defeated!
>+2 XP! 2/10 XP needed to reach Level 2.

You knock him on the back of the head with the pommel of your shortsword and shove him over. He goes into a fetal position but you kick him in the ribs and spread him back. The man is crying and a pool of blood is staining the grass below. "Don't kill me... Don't kill me... Please!" You already made up your mind but you don't tell him that. You step on his hand and put all of the weight on your foot. Crunch. Now he's weeping so you kick him in the side of the head. "Please! Please! I have a family, a boy and a wife, w-with child!" You look down at him, trembling on the ground. He was so full of himself just two minutes ago. You spit on his face.

"Where are they?" The traveler is breathing more shallow. "I-I..." You grab his other hand and pull out your whittling knife. Those fingers are awfully delicate. "Tell me, or else."

>Interrogation
>roll 1d20+4 vs my 1d20+8

He's afraid for his life but he's also afraid of what you might do. If he survives here, he would need very good medical care or magic to avoid death by tetanus and internal and external bleeding.
>>
Rolled 4 (1d20)

>>5076094
just gotta roll a 29
>>
Rolled 13 (1d20)

>>5076094
Since this role is unbeatable with our current stats, will we get some, but not a lot, of information if we get close to succeeding?
>>
>>5076094
>>5076095
>4+4 vs 20+8
>CRUSHING DEFEAT
>No bonus XP for being a scumbag


His face hardens and he looks at you with eyes of steel. The pain is absent from his voice. "My family may live without their father but they will live, and I will play the lute again in the halls of the noble gods. I will tell you nothing, cur." You smirk at his pathetic display of courage and start to saw off his pinky. He doesn't flinch when it comes off. Your smirk fades a little and he stares you down from on the grass. You saw off the ring finger and the middle finger and he doesn't even gasp or groan. You try to rip out the fingernail of his pointer finger and he laughs. He laughs at you! "RAAAAAGH!"

You take the shortsword in a fit of rage and before you can even think you chop his head clean off. He died smiling, with a peaceful look on his face. "DAMN IT! DAMN IT! DAMN IT ALL!" You kick his body and cave in the ribcage but it doesn't change anything. He's dead and you didn't even get any satisfaction from torturing him. You don't even know where his family is so you can't even get revenge on them either! Damn it! Damn it, damn it, damn it! He was your first real kill and he stole the joy of it right out of your hands! That bastard! That fancy, smug little bastard!

You're fuming mad. You can barely even think.

>Loot and mutilate the corpse.
>Calm down. Clear your head.
>>
Rolled 8 (1d20)

>>5076094
Just castrate him and be done with it, if he ain't gonna break this is just boring nuisance I want to move on from.
>>
>>5076115
Yes, if you rolled a 19 or 20 he would've let a small clue slip.
>>
>>5076121
>Loot and mutilate the corpse.
>Take the head, we'll find his family the old fashioned way, they can't be far.
>>
>>5076127
+1
We can pretend we found his body on the road and ask where his family is so we can give them the body to bury, but with our charisma rolls so far it's probably going to backfire on us kek.
>>
>>5076127
>>5076146
>The Traveler's body is no longer recognizable
>+2 bonus scumbag XP, 4/10 XP to Level 2
You stay mad. You take the rusty shortsword and slash into the body with all of the strength you can muster. It leaves a jagged slash in the stomach. You don't stop there. By the time you're done he's in six pieces and missing most of his skin. You snap out of it. Nobody who knew the traveler would recognize them on sight but you got a little carried away and got some blood on you and your gambeson sleeve.

>Covered in Blood

People will react to you differently. That would be a good thing if you were trying to intimidate them. It would be a bad thing if they were considering if they should trust you. Extremely bad if word catches on about the body and anyone puts two and two together with a bloody stranger. If you can clean your gambeson or steal someone else's you should be fine. At worst you could leave your gambeson somewhere and move on without it. You dig in the pocket scraps and find something very good. 2 silver coins, worth 10 copper coins apiece. These could get you a room at a tavern or buy someone's silence. There are 8 copper coins too. They could get you a poor meal for 1, something like the rations you've got in your bag for 2.

Looks like the traveler was a well off man. You take the head and wipe it mostly clean on the rags. It's stopped bleeding. You can carry it without any problems. You open the traveler's bag and spot some more goodies. A finely crafted lute and food for 4 more days. There isn't room for any other food which means he's been fasting or left sometime earlier today. If he's a minstrel that could mean anything. He might've bought some more food in just the last village. Hell, the last village might be his home. You spotted farmfields earlier yesterday and went the long way around. You don't want to get caught and hung by guards and you're closer to the kingdom's heartland than the outlands. It will take at least two more weeks of walking to get there.

You pocket the coins and put the food in your bag but have to decide on the lute. You have enough room to carry it on your back and it looks valuable but you don't know how to play it and it's very obvious.

>Keep it.
>Leave it.
>Trash it.

Going back is a risk but you might find something that could lead you to his family. You could also move on to the next village somewhere down the road, which could be there this afternoon or 4 more days away. You just don't know the area well enough to be sure. You could always forget the family and move on but then you wouldn't get to see the looks on their faces when you showed him the traveler's head. That would show them to be married and born to the man that mocked you.

What's the plan?

>Move on to the next village.
>Go back to yesterday's village.
>Look for a stream to wash yourself.
>>
>>5076273
>Keep it.
>Look for a stream to wash yourself.
>>
>>5076283
+1
>>
Rolled 85 (1d100)

>>5076283
>>5076286
You sling the lute over your shoulder. It's yours now. Maybe you can teach yourself how to play or make someone else show you how to. That sounds easier. You can't touch the body without getting blood all over yourself so you leave it there. There are very few travelers on the road and it isn't important if someone finds a murder happened days after you already left. It is important that you clean your gambeson. It could stop a sword thrust. In fact, it already has. You need to find some water. There might be a stream nearby and if you stick to the road you shouldn't get lost.

>roll 1d20 to beat 16 to find a stream

You don't have an expertise or mastery of woodcraft so you can only roll 1 time. If you keep searching this area the difficulty will lower by 4 each time but every attempt will take half of a day. If I roll a 96 or higher on a 1d100 someone will find the body and that lowers by 5 every half of one day.
>>
Rolled 9 (1d20)

>>5076305
>>
>>5076273
>Move on to the next village.

We'll find this bastard's family, even if we have go balls deep in every tavern to do it.
>>
Rolled 33 (1d100)

>>5076308
Damn. You couldn't find a stream or even a puddle and you spent all morning looking. Ah well, in for a copper in for a castle. You'll find one sooner or later. If you don't get bored and go hunting the minstrel's family tomorrow morning anyway.

>roll 1d20 to beat 12
>>
Rolled 9 (1d20)

>>5076324
I'd rather be hunting for the minstrel's family now instead of fucking around in puddles.
>>
>>5076324
Can we just stop wasting our fucking time? I just wanna get our revenge and fuck off.
>>
Rolled 53 (1d100)

>>5076346
You're starting to get frustrated. A full day of looking and it's been nothing but dry. The minstrel has a family somewhere in the region. He talked fancy but he didn't talk like someone from the heartland. You've heard a few outlanders and none of them sounded like him. His was somewhere in the middle. The difference is subtle but it's there. Odds are his family is somewhere in the borderlands between the heartland and the frontier but that could be anywhere in two weeks of traveling. Might be two months if it wasn't near the kingdom's road. You don't know what the family looks like either. Just that it's a boy and a woman with child. Very specific. There aren't many lute players walking the road and if you can get some answers from a commoner that's heard them play in their tavern and yammer on about their home, you could narrow it down a good deal.

You don't have a tent or a bedroll so you sleep on the ground, like some kind of animal. Like a cur. You're going to find that minstrel's family. You go to sleep and wake the next morning. It's a cloudy day but not one that would have the amount of rain you need. You've covered a lot of ground nearby. If there's a stream to find you should be near but you might be wasting your time. Most of the blood is only on your gambeson and it's not in good shape anyway. You could leave it behind and wouldn't be that much worse off. You could keep wearing it and just kill anyone who saw you and asked any questions. Or you could find some water, somewhere, and wash the blood out so you wouldn't have to worry about it. You eat a breakfast of warm bread and part of an old cabbage. Only 5 days of food left in your bag.

>Find a damned stream. You've wasted too much time not to.
>Call it off and move on. To the next village or the last village?
>>
>>5076383
>Call it off and move on. To the next village

I'm done with this bullshit, we'll make the minstrel's family lick it clean when we find them.
>>
>>5076383
>Call it off and move on. To the next village or the last village?
>>
Rolled 20 (1d100)

>>5076390
>>5076490
Fuck this. You're tired of scraping around in the grass when you could be scraping tavern floors. You're going to the next village, find its tavern, and do whatever you have to do to get you digging the minstrel's sad little family out of their sad little hidey-hole. You still have some blood on your gambeson but that's fine. You'll figure it out when you get there.

>roll 1d100 to travel, 5 food left
>>
Rolled 17 (1d100)

>>5076525
If we're lucky, it may rain.
>>
>>5076527
Goddamned lute player and his stupid jokes and that stupid look on his face. You ought to have cut out his tongue while he was still alive. Hell, you could still do it now. His head is in your bag and it still has the tongue. Yeah, maybe you will, that'll make you feel better, yeah. "Hello stranger! Are you heading for the outlands? I hear they've broke ground on a new silver mine n'- OH! GOOD GODS!" You look up and spot two men. One old man with a walking stick and a younger one leading a donkey that looks like him but has black hair instead of brown. It was the younger one that was talking. You let yourself get lost in thought and surprised by these two coming around a bend of the road next to some hills. The older man is looking at you wary and the younger man looks concerned. "Is that BLOOD all over your shirt? And it's so patchy and torn and, oh good gods, do you need our help?" The old man, his father or his uncle, you think from how the younger man can't be north of 16. puts his hand over his chest to stop him from moving any further. "Boy. That's a lute right there but this man doesn't look like any minstrel I've ever seen."

They aren't getting violent or alarmed with you yet. The old man's suspicious and the boy is worried about you but clearly listens to the other one and would follow his lead. These two might try to fight or flee in a minute. You might be able to calm them down or simply pass them. You know if you did that they would find the mutilated body tomorrow and put two and two together. It would still be a day at least before they got to the village you left and got a response together and by then you could be gone. On the other hand, it might be fun to fight these two and after you won. You imagine a patrol finding two extra bodies in the same shape as the first one.

How do you handle this?

>Surprise attack the old man.
>Surprise attack the young man.
>Make an excuse for the blood and the lute.
>Talk to them like nothing is out of the ordinary.
>Ignore them and keep walking like they aren't there.
>>
>>5076542
>Make an excuse for the blood and the lute.
>Talk to them like nothing is out of the ordinary.

What, can't a man learn a new trade? Plus, stay frosty, I got jumped by bandits a while back, real viscous sons of bitches too.

I honestly just want to move on instead of fight these guy, they ain't done nothing to us and I want to move on to finding and victimizing the minstrel's family.
>>
>>5076542
>Make an excuse for the blood and the lute.
>Ignore them and keep walking like they aren't there.
well we're bound for a decent roll sometime soon right?
>>
File: IMG_2996.png (137 KB, 872x771)
137 KB
137 KB PNG
>>5076556
>>
>>5076542
>>5076550 +1
>>
>>5076550
Support
>>
>>5076550
>>5076556
>>5076587
>>5076860
"What, can't a man learn a new trade? Plus, stay frosty, I got jumped by bandits a while back, real vicious sons of bitches too." The old man looks at you for a few seconds and nods. "Yes sir. Those bandits are dangerous." You can see in his eyes he doesn't believe you for a second but is playing along. The boy is more naive and speaks up. "Never know what you'll find on the roads these days." The old man squeezes his shoulder and makes a forced smile. You smile at them, genuinely. "That's why I've got the sword. Uh, got to stay safe." His grip on the stick is deathly tight. "Of course."

You whistle and look at the donkey. "What are you two wandering the road for? Isn't it harvesting season?" Near the middle of Fall, it is. The old man looks over your shoulder and back at you. "It is but we're not farmers, but toymakers, on our way to the capital in time for the winter festivals." You look closer at the donkey. "Now I know why the bulges in its saddlebags are so strange. Interesting." The donkey stamps its hooves. The old man steps to the side of the road and leads the boy, who leads the donkey to make room. "Yes sir. Well we're just a couple of humble craftsmen off to peddle our work. There's nothing else about us there is to tell. We better not waste any more of your time." You grin. "I suppose you shouldn't. Fare thee well." You keep walking and leave both of the travelers behind. They wisely wait until you're out of earshot to start talking, if they do.

They'll find the body sometime tomorrow. What happens then depends but you'll be a day ahead and they aren't too likely to get a posse. They're trying to reach the capital. Why would they care? You feel more confident in your people skills and keep walking. The sun sets when you've covered more ground and you sleep. You wake up, eat breakfast, and start walking again. You have a good feeling about today.

>roll 1d100 to travel, 4 food left
>>
Rolled 3 + 40 (1d100 + 40)

>>5076977
>>
>>5076980
Forgot to roll in the post. Luckily for you, it looks the old man is the cautious sort.
>>
Rolled 63 (1d100)

>>5076977
>>
Rolled 84 (1d100)

>>5077038
You walk and think about how you'll take your revenge. Soon, the sun is over your head and spot some farm fields off in the distance. There are a few workers there and none seem to have noticed you. They're too busy threshing their grains. The next village must be nearby.

What's the plan?

>Hide the lute and gambeson and act like a traveler.
>Wait until nighttime and sneak in on the edges.
>Just walk in. You don't have anything to hide.
>>
>>5077040
>Hide the lute and gambeson and act like a traveler.
>>
>>5077040
>Hide the lute and gambeson and act like a traveler

If the woman's with child we should perform a premature Caesarian with our blade. Pull out the bastard's bloodline root to stem. Rape her too if she's comely.
>>
>>5077040
>Hide the lute and gambeson and act like a traveler.
>>5077053
Based
>>
>>5077045
>>5077053
>>5077058
If it comes to violence you doubt the tattered gambeson will make any difference between you and these villagers. The lute won't do anything but draw suspicion, especially if they ask you to play it. You backtrack and go off the road where a specifically shaped bush is. You drop them both behind it and out of sight. Now you're a ghost. You leave them and walk down the road past the farm fields. A few wave and you wave back. You're in a good mood. You can almost smell your quarry. None of the farmers are thrown off by your rusty shortsword and splintered buckler. After all, the roads are dangerous these days. It isn't long before you reach the village itself. About two dozen structures of imported logs and mortared stone, not a building over one story beside a temple and what has to be the tavern. Might be a small smithy or somewhere you can do business near. It's early enough in the day and hard enough working that there aren't likely to be too many drinking.

What do you want to do?

>Look for somewhere to spend your coin.
>Take a walk around town and investigate.
>Head into the tavern and see what's there.
>>
>>5077085
>Head into the tavern and see what's there.
>>
>>5077085
> Head into the tavern and see what's there

Dark deeds are best plied with alcohol anyway.
>>
>>5077087
>>5077098
You ignore the rest of the village and head straight for the tavern. Nothing unusual for anyone watching, especially if you were a traveler. You step through the rickety door and take a look. Its windows are large and let in some light, but the cloudy sky doesn't allow much and the room is dim. You spot a few tables, more chairs, and a handful of people sitting. Only one is drinking. A middle-aged man with a distant look in his eyes and one leg. You see an old man talking to another old man and a woman with a new baby nursing next to them. You don't see any sign of a boy but if this were the minstrel's wife, he would be in the fields, and he said she was with child, not about to give birth. You can't eliminate any possibility. You see a baldheaded, goofy looking man polishing a glass for what looks like no other reason than to be polishing a glass. He grins at you but doesn't speak any. Next to him is a wrinkly, older woman in a barmaid's dress that would've been more fitting on someone half her age. She narrows her eyes at you but has a wry smile. Clearly, this is the hospitable sort of place. Definitely somewhere a minstrel would've played.

Who do you want to talk to?
>>
>>5077109
The barmaid. Order a drink, and mention we met a most charming minstrel on the road, and have a missive for his family if she would be so kind to direct us their way. He played so well with that lute of his, after all. Mention the lute specifically.
>>
>>5077118
+1
>>
>>5077118
Support.
>>
>>5077118
+1
>>
Rolled 10 (1d20)

>>5077118
>>5077167
>>5077240
>>5077250
You walk over to the barmaid, more like barcrone, and raise a finger at the bald man who you think is the barkeep. You already know what your strategy is. Now you just have to say it.

>roll 1d20+6 vs my 1d20

You don't have any expertise or mastery of deception but she is friendly to strangers and doesn't have any reason to suspect foul play. Having a plan of what to say also helps.
>>
Rolled 2 + 6 (1d20 + 6)

>>5077290
Rollan
>>
Rolled 4 (1d20)

>>5077290
I'll be real with ya QM, these dice rolls are putting me off.
>>
>>5077301
All I want is to steal, murder, and rape yet the Dice Gods disfavor me so!
>>
>>5077290
>>5077301
"One drink." The barkeep starts to get one ready for you, obviously eavesdropping on the conversation, and the barmaid gets an eyeful of you. She's friendly and you smile. You hope it isn't forced. "Excuse me, m'lady, but I met a most charming minstrel on the road, and have a missive for his family if you'd be so kind to direct me their way. He was heading in a different direction but I was going where he needed to be. I would like it if you could help us out, he played so well with that lute of his, after all." The barmaid smiles when you get the mug and mutters with a dry voice. "Oh, sure! He came through here just the other day and was such a delight! He mentioned they were-" All of a sudden she gets silent and looks very closely at the cracks on your buckler. Her voice is still friendly but has a cautious edge to it. "Wait... If the good minstrel gave you a missive for his family, what was his name?"

You can't remember if he gave you a name. The barkeep's stopped with the mug and is looking at you curiously. Everyone else in the tavern hasn't noticed.

How should you recover?

>Guess the name.
>Apologize and leave.
>Try to threaten them.

If you have a 300 IQ strategy you can also do it. The greentexts are mostly a suggestion not the only choice.
>>
>>5077304
Would you rather have a fixed difficulty for out of combat actions? Rolling has more variability but is also less dependent on your skills.
>>
>>5077308
>Guess the name.
If failed
>Apologize and leave.

I'm honestly tired of failing so goddamned hard here.
>>
>>5077308
>Guess the name
>Threaten if that fails

>>5077310
I find that having people roll for EVERY action tends to bog a quest down, since a character can be reaosnably be expected to have a certain base level of competence... But it's not my quest.
>>
>>5077310
I don't know, I just want RNG to stop fucking with us on non-combat rolls. We've yet to have a success in our non-combat actions, and it's starting to grate on me a bit.
>>
>>5077308

> Write in

" I didn't catch the good man's name, the performance was well attended. I felt I must shake his hand and came to the front before our fellow travelers could. He passed on the missive then, and quick words that he was known here and I should ask around. I apologize for my carelessness!"

Make it sound genuinely obsequious.
>>
>>5077322
Smart play. Changing my vote from guessing (>>5077316) to this.

If it fails, though, still voting to threaten
>>
>>5077322
Sure, this is better than nothing. +1 as well.
>>
>>5077316
I haven't had you roll for everything so far, just to insult the minstrel, try to find a stream, and now to deceive the barmaid. The encounter with the toymaker and his apprentice was an autosuccess without a roll because he didn't want to fight you and there was no way to be sure a stream would be nearby without any skill at woodcraft. The earlier choice between mutilating the corpse and calming down was between some bonus XP with a minor downside and not getting either.

>>5077317
The first time was a crit from the minstrel and this one was only off by 2. That's a streak of bad luck. We'll do a set difficulty for out of combat actions for the rest of the thread and see how that works.
>>
>>5077322
>>5077324
>>5077326
You think quick on your feet. The fact that they aren't hostile and you spent some time thinking about how you were going to investigate on the road helps.

"I didn't catch the good man's name, the performance was well attended. I felt I must shake his hand and came to the front before our fellow travelers could. He passed on the missive then, and quick words that he was known here and I should ask around. I apologize for my carelessness!"

>roll 6 or higher on 1d20
>>
Rolled 20 (1d20)

>>5077332
Dark gods forsake me not
>>
>>5077338
My sacrifices have been heard!
>>
>>5077338
FINALLY
>>
>>5077332
>>5077338
>20 vs 6
>GLORIOUS VICTORY
>+1 bonus XP, 5/10 XP to Level 2

The barmaid shakes her head and laughs. "Oh no, I understand boy, It's me that should be sorry! I'll tell you what. You're in luck. Gilberd and his family have a lovely home just the next village over. Few houses over on the left side, he said, with a shiny silver doorknob. His wife has brown hair and lovely eyes. Can't miss her. Best of luck." Now your smile is real and you take the mug. You drink it and are pleasantly surprised. It's good ale. The barkeep shakes his head when you reach in your coinpouch. "No charge. Any friend of Gilberd's a friend of mine." You laugh out loud at the situation. "Hahaha! Good! Good." Excellent, even. You finish the ale and are a little buzzed but not enough to impair you by any means.

Now you have something better than a hint. Directions!

>Leave as soon as you can without being suspicious.
>Pay for some more of the barkeep's ale to celebrate.
>Rent a room and go to sleep on a real bed tonight.
>>
>>5077373
>Leave as soon as you can without being suspicious.
>>
>>5077373
>>Leave as soon as you can without being suspicious.
>>
Rolled 18 (1d20)

>>5077389
>>5077395
You chat along with them for a few more minutes and finish your mug. The barmaid tells you to expect to reach it in 2 more days, 1 if you move fast. You thank her and the barkeep. Neither of them move a muscle or change their facial expression when you leave. Fools. You leave the village down the road opposite the one you came then backtrack to your hiding spot when you can't see any more farmers. The bloody tattered gambeson and stolen lute are still there. You put them both back on and take a long semicircle around the village to avoid being seen with them. Now you know where your target is, and lucky you, it's on the same path.

>roll 1d100

I'm not rolling for opposition, just the finder's >>5077040 response to finding the body. They're 2 days away and have no way to be sure which way you went.
>>
Rolled 48 (1d100)

>>5077407
Alrighty then
>>
>>5077414
Fortunately for the edge on your blade but unfortunately for your sense of boredom, nothing happens on the walk before sundown. You don't reach the village yet either. This day was mostly uneventful outside of getting directions to your target. You go to sleep hidden away from the side of the road and dream of your revenge. You wake up and have a breakfast that tastes better than usual. Today's the day.

>3 food left but the village is so close you don't need to roll

You keep walking and it isn't long before you spot some more farmfields. These ones are thicker and more tended than the last. It seems this village was more populated than the last, which makes sense if a minstrel would make his home there. You have the directions and the population suspects nothing.

How do you want to take this?

>Go at daytime when most of the men are in the farmfields but it'll be harder to sneak.
>Go at nighttime when it'll be easier to sneak but most of the men are in their homes.

What to take? What to leave?

>Bloody Tattered Gambeson
>Gilberd's Stolen Lute

Last, what's the plan? Odds are nobody will stop you from going to the house if you don't have the bloody tattered gambeson in plain sight but after that it's anyone's break-in attempt.
>>
>>5077421
>Go at daytime when most of the men are in the farmfields but it'll be harder to sneak.
>Leave Bloody Tattered Gambeson
>Take Gilberd's Stolen Lute
>Knock on the door, ask if Gilberd is home, as we found his lute on the road here. If we're not invited in, ask if we can be invited in. If that fails, just break in and silence the bitch.
>>
>>5077429
+1 to most of this, but if we are let inside, ask her if she can close her curtains saying that the news is serious and we don't want anyone to hear. That way the men in the farmlands hopefully won't know of her or her child's death until we are long gone.
>>
>>5077421
>Go at daytime when most of the men are in the farmfields but it'll be harder to sneak.

>Bloody Tattered Gambeson

Why bother sneaking? We are just returning a lute at request of a friend.
>>
Rolled 6 - 4 (1d6 - 4)

>>5077429
>>5077460
>>5077464
You leave the bloody tattered gambeson far from the side of the road where nobody should find it. You might want to leave it behind if things end up in a chase. You take Gilberd's lute over your shoulders. Gilberd, the bastard! Gilberd, your first kill! The splintered buckler stays on your arm and the shortsword sheathed as nonthreateningly as possible. In the bag you have 3 days of food and the most important thing. Gilberd's severed head. Hahaha! You don't bother to sneak because it's very difficult in daytime without cover and it would just make you look suspicious. You approach the village as casually as possible. Like you're on business. You are.

...
>>
>>5077468
You're almost halfway to the house when you spot a couple of men, brothers, looks like, coming back from the farmfields. They might be for lunch. They both grin when they look at you. Damn these friendly villagers. "Hi stranger! Nice day, isn't it?" "How are you faring?" Neither of them look like they can carry themselves in a fight at a glance but that could be loud. Last thing you want to do is set off the alarm. You need to be as unsuspicious as possible. Luckily they don't seem to notice the lute or care. That minstrel might not be well known or they might be the trusting sort. Nobody else is nearby. You could probably get away without any major problems if you had to run.

How do you get rid of these fools?

>Very quietly but clearly threaten them with your shortsword.
>Be friendly and talk about how nice the last village was.
>Ask them annoying questions they can give short answers to.
>Just smile, ignore them, and keep looking for the minstrel's house.
>>
>>5077472
>Be friendly and talk about how nice the last village was.
>Ask them annoying questions they can give short answers to.

Where do they live? Do they have any family? We might want to visit them afterwards...
>>
>>5077472
>Be friendly, but make sure we don't spend a lot of time talking to them.
The last thing we need is them getting a good look at us, or us taking to long and the family isn't there by the time we arrive.
>>
>>5077472
>Be friendly and talk about how nice the last village was.

Keep it short, we have somewhere to be. Some people to kill. Someone to violate.
>>
>>5077475
>>5077481
>>5077482
You grin and shake your head. You make sure to look away from them so they don't get a very good look at your face. "It is, isn't it? I'm doing well, thank you! Nice day for harvesting, yeah."

>roll 8 or higher on 1d20 to see if they get the hint
>>
Rolled 5 (1d20)

>>5077484
>>
Rolled 14 (1d20)

>>5077484

FAVOR ME O DICE LORDS
>>
>>5077484
OP are you taking first roll or highest roll after a certain amount of time?
>>
>>5077485
"Yeah, it is!" "Really is, yeah." They both stop and start talking about how wonderful it is that it's harvesting season and you smile so they get suspicious. AAAAAAGH! Five minutes go by and you have to keep smiling so these stupid farmers don't start some mob over what's none of their business. Time is slipping. One of the farmers cuts in on the other one's sentence. "Hey, we're about to have lunch. Broth it is. Why don't you come to our home and get some with us?" The other one was interrupted but seems happy about it. "Yeah! We always love to meet new people. Maybe you could tell us about what you saw on the road!"

Yeah. Maybe. Rrrrraaaaaagh!

>Say you already ate and turn them down easy.
>Follow them and get a free lunch for your troubles.
>Be honest and ask them to leave you alone.
>>
>>5077492
First roll. When you reach next Level you can improve your skills to get the highest of two on certain rolls if you want to pass up on other perks.
>>
>>5077494
You smile so that they don't get suspicious. You're a commoner and a farmer's son and can keep up with their conversation. It's just boring you out of your mind and wasting time.
>>
>>5077494
>Say you already ate and turn them down easy.
BUT ask them where they live so you might turn up for a meal in the future, and then kill everyone in that family once we finish eating.
>>
>>5077494
>>Be honest and ask them to leave you alone.

Be polite, but we do have somewhere to be. Plenty to eat at Gilberd's. In multiple ways.
>>
>>5077494
>Follow them and get a free lunch for your troubles.

Fucking bandits man. Other than that, beautiful countryside. You know where a stream is btw?

I'm wondering if they got any hot sisters we could bang for our troubles.
>>
>>5077502
Jesus Christ dude I love it
>>
>>5077472
>"How are you faring?"
"Ragged. I have very timely business and there are many fields left to trek, so if you'll excuse me."
>>
Rolled 2 (1d4)

>>5077501
>>5077502
>>5077503
You can't decide what to do so you fumble your words. "Ah, uh, w-well I- uh..." One of them pats his brother on the shoulder and looks at you sympathetically. "See that sword? Man's probably a soldier on business, visiting family and such." The other farmer nods and you look at them relieved. "Oh yeah, I do. Oh damn, have we been bothering you?" Resisting the urge to glare is hard but you manage. "No, no. I'm just very busy and don't have all day to get where I'm going." The two nod and shrug their shoulders. "That's alright. We'll leave you alone then." "Enjoy the rest of your day traveler! If you change your mind about lunch we're the third house to the right on the road coming into the village." "Yeah, lunch or if you want to come visit sometime." You fake a grin. "Yeah. Fare thee well. Enjoy your lunch." They both turn and leave you to alone. Fools, poking their noses where they don't belong. Maybe you will pay them a visit.

You're able to start searching the houses now and you're careful not to be seen. Finally, you see it, a house with a silver doorknob exactly where the barmaid said it would be. That must mean that Gilberd's wife is in there and your revenge with it. Fantastic. You knock on the door and wait.
>>
>>5077513
You hear a woman's voice from inside. "Don't worry about that! Come on in. Door's not locked anyway." You're grinning ear to ear as you turn the silver doorknob and step in. It's very shiny. Maybe you should steal it when you're done here. You see the inside of the minstrel's house. It's big for a commoner's house. There must be four different rooms here, every one with carved furniture and a wooden floor. He must've meant to start a big family. He shouldn't have insulted you on the road, then. You close the door behind you, latch it shut, and take a short stroll around. That's a bedroom, a common room, and, aha! A kitchen! There she is, with a belly of six months and knitting some foolish knickknack or another. She looks much better than the average commoner's wife. (Rolled a 9 on d10) Her eyes really are lovely. They're staring at you and she looks a little confused. Not scared though. That's about to change.

You revenge is finally here.

>Show her Gilberd's rotten head for a starter
>Use the lute to get close, then knock her in the head
>Get close, then tackle and muffle her mouth with a rag
>Pull out your rusty shortsword and get to bloody work
>Don't move too fast, talk and get her to let her guard down
>>
>>5077520
>Don't move too fast, talk and get her to let her guard down

I want to try our hand at seducing her before showing her his head. It'll make this revenge all the sweeter if we succeed.
>>
>>5077520
>Don't move too fast, talk and get her to let her guard down

>>5077524
If seduction doesn't work of course there's always the second option

>>5077513
>Spills his spaghetti when in social situations
>Gets angry very easily and aggressive over slight annoyances, seems to hate most/any kind of social interaction
Bros I think our character has high functioning autism
>>
>>5077532
*low functioning not high functioning
>>
>>5077524
>>5077532
You're only going to get one shot at this so you need to be careful. You also don't want to rush things when you could savour them. You smile for starters.

What's your strategy?

>Attempt to seduce (success would be extremely difficult but distracting her somewhat easy so you would get two rolls for this)
>Get her to put her guard down
>Tell her the truth, slowly, gently
>Ask her where the boy is at
>>
>>5077520

Play the nice guy, bring out sword when its advantageous. Both swords.
>>
>>5077542
>Get her to put her guard down
If we brought her guard down really low then
>Attempt to seduce
>>
>>5077549
+1
>>
>>5077542
>Get her to put her guard down

Excuse the previous post I was sitting on it a minute. In general I want the kids out of the picture in a locked room. That way we can do whatever with her and they cant make a fuss, After we could burn the place and no one will know exactly what went on.

We certainly dont need her consent, and if we really want to fuck her husband up from beyond the grave, I see no better path than fucking his wife and then putting his family to the blade.
>>
>>5077549
>>5077550
>>5077553
You're going to try to let her guard down. "Excuse me m'lady, but are you doing well tonight?"

She looks at you and the confusion in her eyes grows.

>roll 12 or higher on 1d20 to get her guard down

You having a sword makes this harder but the lute balances out. Unless you fail this massively she won't immediately panic. It will just be harder to make any more social attempts.
>>
Rolled 10 (1d20)

>>5077560
Dice gods be with me
>>
Rolled 20 (1d20)

>>5077560
Gods bless this roll!
>>
>>5077562
Fuck
>>
>>5077553
>I see no better path than fucking his wife and then putting his family to the blade.

I do. Kill off his bloodline, and put a bun in the oven. Nothing would be sweeter than making the love of his life take care of his killer's baby.
>>
>>5077563
This is the only roll I see anyone else see another roll?
>>
>>5077563
Why couldn't it be me? WHY COULDNT IT BE ME?
>>
>>5077563
God, please take this roll. I beg the Dark Lords.
>>
>>5077562
"I-I was but... is that a sword of some kind? And isn't that my husband's lute? Who are you? Why are you here?" She starts to put away the knitting needles and looks to another room. You look where she was for a second and then look back. There was a small wooden toy in there. She wouldn't have looked if there wasn't anyone to worry about. You think she might be about to panic but you aren't sure. Sometimes you have a hard time judging people.

If you're going to act you need to do it now.

>Take Gilberd's rotten head out of the bag.
>Thump her upside the head with the lute.
>Tackle her and muffle her mouth with a rag.
>Threaten her quiet with the rusty shortsword.
>Keep talking, maybe you can salvage the situation.

>>5077563
The ignoble gods are cruel.
>>
>>5077562
Welp, this is why the invented rope.
>>
>>5077566
My man, you are small time. We need either an evil scheming bitch who can match us, or an innocent caring woman with no personality flaws and a huge set of noble connections. There is no in-between.
>>
>>5077577
>Keep talking, maybe you can salvage the situation.

You're making me sad QM.
>>
>>5077577
Fuck it we tried
>Threaten her quiet with the rusty shortsword.
>>
>>5077584
Actually forget that we still have a chance changing my vote to
>Keep talking, maybe you can salvage the situation.
>>
>>5077579
>implying we keep the bitch

Hell no, I'm not planning on keeping the bitch, I say we kill off the minstrel's bloodline and force her to have our baby before we fuck off.
>>
>>5077577
>Keep talking, maybe you can salvage the situation.


Stick to the story. Can always murderrape her later
>>
what if we posed as someone informing of the minstril's tragic, unavoidable death, then break out the rope while she's busy crying into her hands?
>>
>>5077587
I dont give a single shit about the minstrels whore. If there is a vote to slit her throat after we are done pumping her with our seed ill support it.
>>
>>5077590
+1 but we have to actually have her cry into our hands first
>>
>>5077583
>>5077586
>>5077588
You go for the fireball option.

"Are you Gilberd's wife? I found this lute on the road here."

She stares at you for a second.

>roll 14 or higher on 1d20

Seducing her will be even more difficult now.
>>
Rolled 6 (1d20)

>>5077593
Fucking bullshit
>>
>>5077595
you've got to be kidding me
>>
>>5077595
Wow we realy cannot social-roll can we? Fuck.
>>
Rolled 1 (1d2)

>>
>>5077593
>>5077598
OP I'm not blaming you btw but wow our luck has just been dogshit almost this entire session kek
>>
>>5077598
>>5077600
>>5077602
I honestly hate our speech rolls. Even when we get a nat 20, the QM decides to cuck us out of it.
>>
>>5077600
I'm telling you guys
>>5077532
>>5077533
>>
>>5077595
"I... I don't know who you are and what you're here for. If it's important, you can talk to the village elders. I-I-I need to go!" She starts walking fast to try and get around you. Stupid bitch. If she was scared for her life, why wouldn't she run? Is she scared of hurting your feelings? Damn it. Even you can tell she's about two seconds from trying to sprint. There go your hopes of seducing her the hard way.

How do you want to make the takedown?

>Lute to the head
>Rag to the mouth
>Sword to the neck
>Gilberd's rotting head
>>
>>5077606
"God damn it bitch"
>Lute to the head
>>
>>5077606
>Rag to the mouth
>>
>>5077606
>Lute to the head

Find the kid after.
>>
>>5077603
I'm not trying to cuck you out of anything. The nat 20 got you perfect directions to a specific house in a very large part of the kingdom, when you didn't even have a name to ask with. It would've taken much longer to figure out where the house was and might have caused rumors if you failed. Getting into the house was easy but talking the minstrel's six-month pregnant wife down was difficult. Not impossible, the rolls have just been low.
>>
>>5077613
He's salty about >>5077583
pay it no heed.
>>
>>5077607
>>5077611
"God damn it bitch." She turns to look at you, the same second you pull the lute off of your shoulders and swing it straight into her head!

>Her Dodge is halved from the surprise attack, from 6 to 3. You need to roll a 3 or higher to strike.

>roll 1d20+1 to hit!
>roll 1d3 for damage!

That would be a 1d3-1 because the lute is an improvised weapon but your combat skills make up for it. Pregnant women usually aren't very dangerous in combat.
>>
Rolled 6 (1d20)

>>5077617
I swear to God...
>>
Rolled 1 (1d3)

>>5077617
>>
>>5077617
>Pregnant women
So much for putting a bun in the oven. What's our plan now, abduction, murder, or rape for the giggles?
>>
>>5077621
c-section her baby, since it's 6 months old it might have a chance at living so we can keep it as a way to get people to give us food/train as a slave/apprentice, or we could break it's neck right in front of her since we are an absolute asshole.
>>
>>5077621
Rape, showing he husband's head, and giving her an abortion the d fashion way.
>>
Rolled 5 (1d6)

>>5077619
>>5077620
>Gilberd's wife is hit for 1 damage!
>Gilberd's wife has 2/3 HP left!

You swing the lute and knock her in the back of the head but the stupid bitch ducks at the very last second! "Agh! Why are you doing this?" Instead of going unconscious on the floor she stumbles back and still has her wits about her. You use the time to step in front of the doorway so she'll have to get past you.

She has enough time to react!

She-

>1: Curl into a fetal position
>2: Backs into a corner!
>3: Tries to run past you!
>4: Attempts a cheap shot!
>5: Grabs a knife and fights!
>6: Cries for help!

No way to predict how she reacts here.
>>
Rolled 12 (1d20)

>>5077627
-grabs a knife from a table and charges at you! You aren't caught off-guard, you were watching her, but still, you're surprised! Looks like you misplaced Gilberd's wife for a coward. Now you have a fight on your hands.

She's swinging at you to try and beat your Dodge of 12. She has zero combat skill and is six months pregnant so she does it without any bonuses.

>roll 1d6 to see if buckler triggers on a hit, on 6 it does
>>
>>5077627
>She's fighting us
"Good, I like it when they struggle"
>>
Rolled 2 (1d2)

>>5077629
She strikes at you with the knife, bypassing your Dodge. If you can't block you'll have a new scar.
>>
Rolled 6 (1d6)

>>5077629
>>
>>5077629
I ain't rolling, but you really should rename this to Failed Brigand Quest, cause that really is what it feels like here.
>>
Rolled 6 (1d6)

>>5077629
"Ha, you're braver then you're husband was! A shame it won't matter in the end
>>
I saw that second 6, don't you try to deny it.
>>
>>5077637
Nevermind, 4chan is just fucking with me.
>>
>>5077639
Yeah I was worried I caught a shadowban or something kek
>>
>>5077627
>>5077629
>>5077633
>>5077634
>>5077637
>Gilberd's wife strikes you with a knife!
>You block with your splintery buckler!
>You block with your splintery buckler, twice!
>+1 bonus XP, 6/10 XP to Level 2

She goes for a vicious cut and surprises you so much you almost let her get away with it. Little does she know, you were trained and your arm moves on its own, blocking her knife attack with ease. She lunges like a viper and you laugh, swinging the buckler to deflect and dent the knife blade at the same time. Minstrel's wife looks on in horror as you lick your teeth. "Good, I like it when they struggle."

You swing the lute again!

>Gilberd's wife is no longer surprised and has a Dodge of 6

>roll 1d20+1 to hit!
>roll 1d3 for damage!
>>
>>5077642
>Throw the head at her
>>
Rolled 7 (1d20)

>>5077642
Watch as I crit fail
>>
Rolled 4 + 1 (1d20 + 1)

>>5077642
"You put up a better fight than your husband ever could. Guess he was the woman in this relationship."
>>
Rolled 15 (1d20)

>>5077642
I swear to god 4chan is trolling me now
>>
>>5077644
I personally want to save it for when she comes to and the first thing she sees is her husbands head infront of her on the ground and we voice him saying "My wife I love you so much come give me a kiss".
Anyways I'm not rolling because I have failed every roll I made so far and don't trust myself not to fail again kek
>>
Rolled 1 (1d3)

>>5077642
Thank the Dark Gods that I wanted to write some banter. 7 is a hit, rolling for damage.
>>
>>5077649
Roll for damage then, can't fail at that
>>
>>5077650
We're having some serious issues trying to kill a pregnant housewife, goddamn.
>>
>>5077649
>decapitated smooches
this is acceptable
>>
>>5077651
I rolled a one last time we rolled for damage which is basically a fail so I'm hoping if someone else rolls they can get higher the-
>>5077650
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>5077652
It wasn't a joke when I posted >>5077636 lad
>>
Rolled 6 (1d20)

>>5077645
>>5077650
>Gilberd's wife has been hit for 1 damage!
>Gilberd's wife has 1/3 HP left!
>The ignoble gods are laughing!

You swing the lute the opposite side and hit again, but she ducks at the last second, again! There's going to be a black eye on her face if she survives this. She probably won't. Then again she doesn't look very impressed by the damage you're doing so far.

Fuck, you need a comeback. Hmm... Aha! "Ha, you're braver than your husband was! A shame it won't matter in the end."

She grits her teeth and spits on the floor. That's a tooth. Oh boy. "You must've killed him... my beloved... You monster!"

You laugh. "You put up a better fight than your husband ever could. Guess he was the woman in this relationship."

Her face is angrier than a harpy's and she lunges to kill! Damn it all, this is a very resilient woman!

>roll 1d6 to block (if she hits)
>>
Rolled 2 (1d6)

>>5077659
knock on wood
>>
>>5077659
>Gilberd's wife strikes at you but misses!
>The ignoble gods are rolling on the floor!

You have the advantage! This is it! Unless you want to drop the lute and use a different weapon, but... you aren't sure if the head would work and the rusty shortsword is messy.

>roll 1d20+1 to hit!
>roll 1d3 for damage! (Doesn't matter but it's a reason to roll)
>>
>>5077659
At the rate the dark gods seem to be failing us, maybe we should become a paladin of the light
>>
Rolled 20 (1d20)

>>5077665
Yolo
>>
Rolled 2 (1d3)

>>5077667
>>5077665
While the iron is hot
>>
>>5077667
LETS GOOOOOOOOOOOOOOO
>>
>>5077667
If this doesn't knock her out I swear I will turn this quest into a NobleBright one.
>>
Goid shit bois, it only took five attempts but we got there in the end.
>>
>>5077673
She has 1 health left and we did 2 damage we're good
>>
>>5077676
Don't josh me here, I'm deadly serious.
>>
>>5077677
>Gilberd's wife has 1/3 HP left!
>Rolled 2 (1d3)
>>
>>5077667
>CRITICAL HIT!
>Gilberd's wife is hit for 4 damage!
>Gilberd's wife has -3/4 HP left!
>+1 XP, 7/10 XP to Level 2!

You are so furious at your failings. So furious at the way that minstrel on the road mocked you, so furious at the time you spent walking on the road, so furious at how difficult it's been for you to defeat a pregnant housewife. You let the fury guide your lute and you knock her upside the head with a loud THUMP! She falls on the ground. Limp and unconscious.

Seriously, she isn't moving a muscle. The door is locked and there's no evidence of anyone coming to help. You don't know how long she'll be knocked out but you think you hit her hard enough it'll be at least half an hour.

What do you want to do first?

>Stuff a rag in her mouth and tie her hands
>Check the rest of the house for anyone else
>Attempt to commit an amateur cesarean section
>>
>>5077680
Tie up, underwear gag, the works. Lock and bar the entrance. Search and destroy any stray 5-year-olds. In that order.
>>
>>5077680
>tie her hands, but don't stick a rag on her mouth
>look for her son, but don't kill him just restrain him
>>
>>5077680
>Check the rest of the house for anyone else
Then
>Stuff a rag in their mouths and tie their hands

Tie the kid up in a chair, have him face the bed we'll be banging his mother on. Maybe we'll have the kid hold his father's head while we're at it.
>>
>>5077680
>>5077683
Oh and make sure the blinds are closed and the door is locked I forgot to mention that
>>
>>5077681
+1 the panty gag
>>
>>5077687
I can't read. The door is locked, but we can still bar it. With a fireplace poker or furniture if necessary
>>
>>5077699
Anon...
>>
>>5077681
>>5077683
>>5077685
>>5077687
You think fast. If she doesn't have a rag in her mouth she could scream for help and if she doesn't have her hands tied she could get the knife and stab you. You don't know what to do first but you move without thinking about it. Now there's a rag in her mouth and her hands are tied by a torn blanket from their bedroom. There's nobody nearby but you make sure the curtains on the windows (these people were rich by commoner standards) are pulled shut. Next you search the inside of the house, looking for the boy.

You spot him, nice and asleep in a bed. Can't be any older than 4. You knock him in the back of the head with the lute, so he doesn't shout and then tie his hands and gag him like his mother. You did it gentle so you don't think that would kill him. You hope. You don't really care but it would be nice not to have a plan go bad for once. You set them both in the common room and contemplate your revenge. WAIT. The door... You move a dresser (RICH) in front of the door. Worst case scenario you can escape through a window.

NOW you contemplate your revenge.

How do you take it? The more despicable, the more scumbag XP you'll get. If you go overboard or take too much time, there's a chance you could get caught.
>>
I'm going to take care of something IRL but I'll be back in 15-20 minutes.
>>
>>5077703
Wake her up and do what I said at >>5077649 Then wake up her kid and have them see each other. Then start removing the womans clothing
>>
Ooh should we try to convince the kid to kill his mother as the grand finale?
>>
>>5077708
Good start
>>5077710
I am more partial to to ye-olde-coat-hanger. Or forcing the kid to go sloppy seconds on his mother after we've had a go
>>
>>5077703
Wake them both up and present the head, make the wife as you torture the boy, cut of his tongue and stab him in the eyes before slitting his throat and letting him bleed to death and move on to her, destroy her clothing and show her her husband's head before going for a cesarean section and before she dies mention your plans to visit some other villagers
>>
>>5077703
Tie the kid up in a chair, have him face the bed we'll be banging his mother on. Have the kid hold his father's head while the mother wakes up, and impersonate the minstrel saying we voice him saying "My wife I love you so much come give me a kiss". Then laught, punch the bitch in the gut, and begin the rape in earnest. After the first round, we'll castrate the kid while the mother watches, then go in for a couple more rounds. Loot their shit and have the house burn down after. We'll have dinner at the Brothers' house.
>>
>>5077711
more specifically, I think we should leave the wife alive to live with the horrendous shit we're about to do to her
>>
>>5077711
I'm willing to have the kid get sloppy seconds before we castrate him in front of his mother.
>>
>>5077712
>>5077713
Remember if we go overboard we risk drawing attention to ourselves
>>
>>5077714
I generally agree, and I aim to put a baby in her as a constant reminder.
>>
>>5077714
Interesting, should we just leave her in the village or force her to come with us.
>>
>>5077719
Eh. I figure we might as well enjoy ourselves while we have the time.
>>
>>5077722
pros & cons:
If we force her to come with us we can personally guarantee she won't kill herself, and possibly instill some stockholm syndrome. But, we would be dragging a woman around and that could be cumbersome.
>>
>>5077706
The thing he's taking care of is calling the FBI on this thread kek
I gross myself out saying the shit what we're going to do but if we're playing an evil PC I want it to be the most revolting, vile, and cruel PC to ever exist
>>
>>5077725
It can also be used as a tool to get food and money.
"Excuse me sir, me and my wife, we were brutally beaten and robbed of everything we have, as you can see from her bruised and broken body. Will you spare us some coin, and maybe some food?
>>
>>5077727
You really want to be the most revolting, vile, and cruel? Diddle the child in front of the mother, and make her clean up our mess. That's the most fucked up thing I could think of lad.
>>
My vote, unless some mentions something else engaging or other good points:
>Do a reunion with corpse head and wife
>give the head to the kid and force him to watch us strip & fuck his mother
>fuck his mother
>make him fuck his mother
>make the kid a steer
>coat hanger the bitch
>kill both kids
>leave the wife contemplate this on the tree of woe.
>>
>>5077733
...ok maybe there are still some lines that I'm not willing to cross while RPing kek
>>
>>5077730
If you guys want to bring her with us to a city to scam people we can, but I think we'd probably be better off doing what we have been doing.
>>
Honestly, I'm wondering how QM can write this while still having this thread on a blueboard
>>
>>5077734
My vote
My vote, unless some mentions something else engaging or other good points:
>Do a reunion with corpse head and wife
>give the head to the kid and force him to watch us strip & fuck his mother
>fuck his mother
>make him fuck his mother
>make the kid a steer
>punch the bitch's stomach hard a couple times
>leave the wife and son to contemplate this on the tree of woe.

>>5077737
I agree, that's why I'm not voting for it. Too fucked up for my tastes.
>>
>>5077727
Nah, I had to take a shower. Also, I have work tomorrow so updates will be scarcer for most of the day. I work on every day but tuesdays and fridays, actually.
Yeah I won't go into the finer details on sex/extreme torture but I won't say you can't. The premise of the quest is that the PC is the opposite of a Paladin, who are (ideally) good, noble, and selfless in everything they do. His moral compass is broken and there's glass spilling on the floor. You all voted for the only option that doesn't have a supernatural or corrupting force guiding them. The PC is just an asshole.

A Fallen Paladin would slay them quickly and painlessly.
A Hell Knight would take their souls to feed his contract.
A Death Knight would kill them and defile their corpses.
A Plague Knight would infect them with unholy sickness.
You're torturing them for no reason. For you, that's its own reward.
>>
>>5077742
>pastebin
>>
>>5077734
+1
>>
I'll give you a few more minutes to think and then take the general average of everything that's been suggested unless one has a large majority vote. You aren't at more risk for being caught for going overboard, but for taking more time to go overboard.

>>5077747
Also yeah, that too, in theory but I heard they've been deleting pastebins and any time I spend writing guro-tier shit is time I'm not spending writing the quest.
>>
>>5077734
Punching is faster and more immediate than coat-hangering the bitch.
>>
>>5077749
I still want to have lunch with those people we met earlier so as long as we make sure she doesn't escape for a long while I'm fine with keeping her alive
>>
File: 1297199206149.png (55 KB, 838x983)
55 KB
55 KB PNG
>>5077744
This thread has been the incarnation of this meme, petty revenge is most certainly a reason.
>>
>>5077743
>>5077753
I'll swap my vote to this. If we actually try a caesarean section on this woman she's just gonna die from blood-loss.
>>
It looks like you've decided how you want to handle this. Your revenge is settled then but I'm going to need TWO quick 1d12s for meme value because it was probably going to come up at some point.

>>5077755
There's nothing preventing you from getting dinner afterward. Unless you're extremely unlucky but you can still run in the worst case scenario.

>>5077756
Very true. Have you at any point not been seething?
>>
Rolled 9 (1d12)

>>5077764
>>
>>5077764
I'm more worried about her following us to those two guys houses as we're eating there.
>>
Rolled 2 (1d12)

>>5077764
>>
>>5077767
GOD DAMN IT I KNEW I SHOULDN'T HAVE ROLLED AGAIN
>>
>>5077765
>>5077767
9 inches by 2 centimeters. Bizarre.
>>
Rolled 4 (1d12)

>>5077764
Rolling for da real girth
>>
Ghostbin and 0bin are alternatives to pastebin that don't delete erotic content. Just wanted to let you know..
>>
>>5077734
>>5077743
>>5077748
>>5077753
>>5077763
Not once does it occur to you that what you're about to do is wrong.

>https://ghostbin.com/EWnWd

Finally, your revenge is complete. That shows that minstrel to make fun of your clothes. Now you feel stronger, fiercer, somehow, like you can take on the entire world!

>+8 bonus scumbag XP, 15/10 XP to Level 2!
>You've reached Level 2!

>roll 1d10 for extra HP

>choose a stat boost

>+1 Dodge
>+1 Toughness
>+1 Combat Skill

>You've mastered a dirty trick to use in combat instead of a regular attack. This happens every time you reach the next Level. It's second nature to one of your mind. Choose one: Ear Rip, Finger Snap, Eye Gouge, Gut Shot, Spine Snap, Ankle Stomp, Crotch Grab, Joint Break, Knee Kick, Leg Sweep, Shoulder Throw, Weapon Steal, Bite, Taunt, Spit, Pocket Sand

>choose a new perk:

>You've mastered yourself further and can choose a bonus stat boost.
>You've mastered an extra dirty trick and can choose a bonus one from the list.
>You've learned the rudiments of a new thief's skill. Choose one to get +2 bonus to: Sneaking, Lockpicking, Pickpocketing, Torturing, Deception, Intimidation, Cooking, Woodcraft, Forging
>You've corrupted your soul even further. For now this does nothing, even reducing your scumbag XP gains but if you keep feeding it, something horrible will happen.
>>
Rolled 9 (1d10)

>>5077804
Better make the heath upgrade Bo3.
>+1 Combat Skill
>Taunt
>Deception or Intimidation
>>
>>5077804
>+1 Combat skill
>bite
>Deception
>>
Rolled 3 (1d10)

>>5077804
>+1 Dodge
>Crotch Grab
there will be female targets for this
>+2 Sneaking
>>
>>5077810
Changing dirty trick to
>Taunt or Crotch Grab
And if you can find another anon willing to support the soul corruption, I will support it to break any tie.
>>
>>5077821
I would vote for corruption, but only want it it comes with fucking superpowers, like a hell/death knight lite.
By the way it's phrased, it sounds more like supercancer or syphilis.
>>
>>5077821
>>5077829
It isn't a disease and the end result isn't like any other type of Antipaladin can get. I'll tell you that much. If it's worth as much as investing in the other perks is debatable. None are useless.
>>
I'm going to go to sleep. I'll update when I can but like I said earlier, I've got work.
>>
>>5077829
If you want to take a gander, I will as well. I do agree with ya though, it does sound like something horrible will happen to us instead of someone else.
>>
>>5077839
When do you think you will archive the thread OP?
>>
>>5077850
Archiving won't be necessary for a good long while

>>5077804
>+1 Toughness
Pocket Sand
>You've corrupted your soul even further.
>>
>>5077838
>>5077843
aight, I (>>5077817) will change to
>+1 Dodge
>Crotch Grab
>+Corruption
Okay, now let's see how long can this quest survive, lmao.

Mobilefag here, btw.
>>
>>5077810
>>5077813
>>5077817
>>5077857
>>5078019
>+1 Combat Skill
>Crotch Grab
>Soul Corruption (1/5)
Your rusty shortsword feels smoother in your hands. Not the finest blade but now it's a real killing tool. If you had a proper weapon, you would be a menace. You have an idea as well. A trick, something to flex your fingers in a fight. It might be fun for a laugh. Beneath it all, you sense something deep inside, suffocating... or is it screaming? Drowning. It feels uncomfortable but looking at the house, you feel less giddy at your success than before. Such a minor victory. Oh, surely the minstrels will sing tales of the man who defeated a pregnant woman and mutilated a toddler. You've been a petty fool and you'll waste no more of your time.

>Level 2 Evil Fighter (Knave)
>You have 19/19 HP and 5/20 XP to reach Level 3
>You have a +2 to hit and a +2 to damage from martial skill
>You have 1 ability: Crotch Grab
>Crotch Grab: In combat, you can spend 1 attack to attempt a Crotch Grab, rolling to attack with bonus from combat skill against a male enemy who receives a +8 Dodge bonus. This bonus is halved if the enemy is grappled or has been hit during that turn. If the attempt is successful, the target takes an immediate 1d10 damage per Level and is stunned for 2d4 turns if they can't pass a difficulty roll of 16+damage total, applying Toughness bonus. If they survive, 1 in 6 odds they aren't permanently gelded. If a Crotch Grab is attempted and failed, next turn Dodge has a -4 penalty from overextending.
>You have a Dodge of 12, enemies need to roll 12 or higher to hit. Each time you're hit in 1 turn Dodge drops by 1d4 and resets at the start of each turn.
>You have Toughness of 0, enemies do full damage when hit unless they hit armor.

You need harder targets. Better fights. A gang under you, yeah, or some minions. The temple's always saying not to dabble with sorcery or monsters but after what you've already done, is there any reason not to? Ha! Throw in with the ignoble gods or find something better. Maybe you'll worship yourself for a change. Things to think about. You have a few more things to consider.

Gilberd's rotting head is of course angled so that it's the first thing someone sees when they enter the home. You need to decide on the lute however.

>Leave it next to the head.
>Take it with you.

This family was rich for commoners. Might be worth looting. Might be better to move quickly.

>Loot the house (will take 30 more minutes)
>Let any pocket change rot.

Then when you leave.

>Don't touch the house. Your victims will live and never forget what you've done here. The woman got a good look at your face and if a heavy bounty isn't declared you would be stunned.
>Burn the house to the ground. Your victims will burn alive, helpless to escape. It might raise the alarm in the short-term but evidence of the crime would be erased. (will take 30 more minutes)
>>
>>5078039
Oh and you almost forgot. Lastly, about the shiny silver door knob...

>Steal it as a souvenir (noisy, will take 1d10 minutes)
>Leave it. You don't need it.
>>
>>5078039
>Break the lute.
>Let any pocket change rot.
>Burn the house to the ground. Your victims will burn alive, helpless to escape. It might raise the alarm in the short-term but evidence of the crime would be erased.
Man, just set some fabric on fire inside and leave.
>>5078040
>Leave it. You don't need it.

Let's do this clean, only a retard would want a reward on his head.
>>
>>5078039
>Leave it next to the head.

>Loot the house (will take 30 more minutes)

Burn the house to the ground. Your victims will burn alive, helpless to escape. It might raise the alarm in the short-term but evidence of the crime would be erased. (will take 30 more minutes)
>>
>>5078040
>Leave it. You don't need it.
>>
>>5078039
>take it with you
could be sold for some coin
>loot the house
>don't touch the house
>>
>>5078048
+1
>>
Rolled 18 (1d100)

>>5078048
>>5078151
It's a close decision but you decide to get out while you're ahead. You break the lute, shattering it on the floor with several loud bangs. You wait for noise. Nobody shouts or comes to the door. The men who live nearby must be in the fields. You look at the splinters and smile. It's the end of several days of hard work but somehow less satisfying than you thought it would be.

>+1 bonus XP
>6/20 XP needed to reach Level 3

You have a sudden idea. Something cunning. At first you planned to let them live and remember your deeds but now you think of the looks on their faces, when they realize the door is barred shut and the house is burning around them. What a delight. You lick your lips and take out your firestarter. A house, even a wooden one, won't burn easily. It takes a fine touch and some effort to get it started. You see embers are burning in the floor. They're starting to catch flame. You leave your work and casually step outside. Nobody notices you leave the house. The silver doorknob tempts you but you leave it. It's not worth the effort. You walk out into the road and nobody is looking. You might just get away with the crime.

You remember the brothers and the directions to their home. Surely, you could stop for dinner. On the other hand, it could be wiser to leave and keep traveling for more lawless lands.

>Take up the brothers on their offer and celebrate with some of their dinner.
>Move quickly and make sure you aren't seen. You don't want to be here any longer than you have to.
>>
>>5078188
>Take up the brothers on their offer and celebrate with some of their dinner.
I'm assuming we don't look to bloody and suspicious right?
>>
>>5078188
>Take up the brothers on their offer and celebrate with some of their dinner.

We should rob a merchant to collect funds for an armor. Playing this shit like Skyrim isn't gonna be worth it in the long run.
>>
>>5078194
After the gambeson you were careful not to get any blood directly on you. If someone was already worried your shortsword and buckler would make them suspicious but so would being a stranger. Right now you don't think anyone suspects you.
>>
>>5078194
>>5078198
You think there's no reason not to enjoy a free dinner, especially when you're in such a good mood. You retrace the directions they gave you to a much smaller, much more cramped house. There are several people inside. Both of the brothers, an old man and an old woman that's probably his wife. Looking at the brothers' age you think they're the youngest of their children living under their roof until they can find a wife. Unless they have a wife and didn't bring her to their parent's home for some reason. You're greeted by a warm welcome and a minute later there's a bowl of stew in your hands. Then they start asking you questions. About your trip, about your blade, about your clothes and everything else. Aaaagh, you came here for dinner not conversation. At least the stew is good. You think there's even some chicken in the broth.

All you have to do now is play cool.

>roll 8 or higher on 1d20+4

These people are naturally trusting and you being in a good mood makes things much easier.
>>
Rolled 4 + 4 (1d20 + 4)

>>5078235
>>
Rolled 19 + 4 (1d20 + 4)

>>5078235
>>
>>5078250
They were friendly to start with but when you gave them grunts and one word answers for everything they got less happy. You ladled yourself four large bowls of stew when everyone else got two and the only time you really spoke was when the old man asked you why you carried a sword, and you got carried away talking about how it was none of his business and the brigands are prowling the roads. By the end everyone was glaring at you in sympathy or disgust as you worked on your sixth bowl. That was the most awkward dinner you've ever had. It wasn't even interesting enough to remember the exact details. Let's just you probably aren't a welcome guest there anymore but they don't suspect you of murder, rape, or torture so you don't have a problems. You got a load of food too. Far more than your fair share. You won't need to dip into your rations tomorrow.

You leave their house and slam the door behind you when you hear some shouting. "NO! NOOO!" "NOBLE GODS!" "SOMEBODY GET A HATCHET!" You look over your shoulder and spot some smoke in the sky. You don't remember there being a few dozen candles in that house either. Hahaha! You did that! Now there's a large group of women and children trying to get into the house to stop the fire with some buckets of water. You don't see any men but a few run off to the fields to go get them, because they should be coming back by now. They made a response much sooner than you were expecting. They might've smelled the smoke early. You wanted to trap them in the room while the house burned around them too, so there's a chance they'll survive. A big one if they get some strong men there in time. Nothing to be done for it. You take your que and get the hell out of there, go off of the road, and jogging when you're out of immediate sight. You have no way to be sure if they die now but the thought of the commoners finding them in the condition they're in is delightful.

>+1 bonus XP
>7/20 XP needed to reach Level 3

You don't waste any time and keep walking. If your directions were right you should start seeing the terrain change in a week. Maybe less. The outlands are wild and terrible, and word is the patrols fear to tread the woods there. You should fit in nicely.

>roll 1d100, no food needed
>>
Rolled 2 (1d20)

>>5078338
>>
>>5078339
Looks like they failed to put out the fire but got a nice crowd together in time for the screams. The bodies aren't in total ashes. There will be some dark rumors but you aren't connected to them by your face or name.
>>
Rolled 70 (1d100)

>>5078338
Since the other guy rolled a d20 like a CHUMP
>>
>>5078354
This was a joke OP do not smite me, I have murders and raped to commit yet
>>
Rolled 99 (1d100)

>>5078338
Oh man, we should've set bitch on fire first.
>>
File: 1638996548927.gif (222 KB, 250x250)
222 KB
222 KB GIF
>>5078396
>>
Rolled 10 + 2 (1d20 + 2)

>>5078354
You make very good time. The clouds have gone away and there isn't anything going on. Near the end of the day you spot something peculiar: a broken wagon wheel on the side of the road. You get off and take a closer look to see it's chipped near the top and cracked down the middle, like it was hit hard and fast by something small instead of slowly breaking down from the road. You scratch your head. Interesting. Not of any use to you now. Best to ignore it and keep walking. You keep your guard up because it's always up this close to patrolling territory. They aren't very common but you don't want to explain to six men that your rusty shortsword is nothing like their standard issue. You don't think your standard issue gambeson can take much more punishment from arrows or tbe like. You're surprised it held this long. You got it back from the hiding spot the moment after you left the village and then ran away.

Of course, there aren't many travelers on this road and there aren't many moving by foot. Once the commoners all got over the shock and start to investigate they're going to point fingers and they're going to want to point fingers somewhere besides their neighbors because that's how commoners always are. If they ask around, they might get a description of you from the house you had dinner at. There's nothing that happened between you and the arson, oh no, that's what you'll say if they catch you but they'll just want to string you up. They might even tell the nobles about this and have them send more patrols. All of that takes time to happen, time that you're moving, time that you can get to somewhere far off where you won't be recognized. That's assuming they even think it's you. They might be stringing someone up right now. They might be on the road hunting for someone too. Harvesting season makes it less likely but for something like that... They'll probably do something. Idiots. She wouldn't have done that for them or anyone but her beloved Gilberd and precious little boy. If anything you did them a favor, by sending them to meet each other earlier than they ever expected they would. You're starting to get hungry again.

>roll 1d100, 3 food left
>>
Rolled 89 (1d100)

>>5078413
>>
>>5078413
>>5078420
You wake up, eat a filling breakfast, and spend the rest of your day wishing you had a horse that could do the walking for you and a saddlebag that could hold enough for a meal besides breakfast. But you don't. That's just life. You don't have anything but the rusty shortsword on your belt and the rags on your back. Those can get you some though. That's just life too. You keep walking and looking for the best and sooner or later you'll find it: What is best in life. You haven't made up your mind yet.

All of a sudden you spot something big and strange off in the distance, far from the road. It's on its legs like a man but it's built nothing like one, with huge arms, a hunched back, and a misshapen head that has what look like a couple of spikes jutting out. The hide on it is a sickly cross between green and brown except for some dark, bloodied rags and it isn't wearing any real clothes but what might be a loincloth at this distance. Right now it's squatted down, ripping into something next to what looks like a wagon that wheel you saw yesterday would've fit. You don't think it's noticed you yet.

You think for a minute. That's an orc. You're looking at an orc. You remember the stories. Orcs usually travel in warbands but this one looks like it's alone. At least for now. Somehow, you feel a sense of kinship looking at it. You don't see a weapon but the grass on the side of the road is tall. There could be something there.

>Come closer
>Shout at it
>Avoid it
>>
>>5078473
>Shout at it

Let's make a friend.
>>
>>5078473
>Come closer

Fuck it, I'm game to die. When are we getting a Bo2 upgrade QM?
>>
>>5078473
>Come closer
Can we crotch grab from stealth?
Our wagon now.
>>
>>5078487
>>5078493
You approach the orc and have your hand on your shortsword. Your skill is enough the average militiaman would be in serious danger in a fight with you. You aren't sure about the average orc but you're curious. It also isn't pregnant as far as you can tell. You stop. If your mind was a man, you would cut out his tongue. You calm down and come closer. You stop about fifteen steps away. From here, you can see what he's eating and what's under the grass. A bundle of nasty wooden javelins and a wide chipped blade of some kind that's been tied to a beam too thick for it. Likely from the wagon. Its hands are holding the gory leg of a donkey, ripped straight off the haunches, judging by the blood and the corpse next to the wagon. Damn.

You're debating with yourself if you should sneak up and stab it or try to speak when you hear a LOUD snort and it turns to stare right at you with ugly yellow eyes. It's deathly still and doesn't move to the weapon. It doesn't drop the donkey leg either. It gets an eyeful of your bloody, tattered gambeson and takes another, deep smell of the air around it. The tension in the orc loosens and it snarls. You aren't sure if it's growling or speaking but the tone isn't murderous. Just drowning in malice, not to you in particular, you think, but everything around it. It's watching you. Waiting for your next move. You see the spikes you thought you saw earlier were teeth. Bloody ones.

How do you handle this?

>Try to speak to it somehow.
>Get some food out of the bag.
>Mimic the cries of your victims.
>Walk away with your hands up.
>Draw your shortsword and charge.
>>
>>5078487
When you reach a +4 in a skill you become an expert and can roll twice to take the highest one. At +8 you're a master and can roll three times. Higher skills than that are legendary. There are ways to roll more dice but not very many mundane ones.

>>5078493
You can. The orc smelled the old crusty blood on your clothes and the fresher, smaller spots on your shortsword you couldn't clean without wasting time without water and was alerted. If you had stealth skill or were clean, it would've been a normal stealth roll. These things are sensitive to the smell of blood. That's what the storied say, at least.
>>
>>5078518
The stories. Mobilefagging is a shit.
>>
>>5078513
>Try to speak to it somehow.
>Get some food out of the bag.
>Mimic the cries of your victims.

Fuck it, let's try to make a friend.
>>
>>5078513

>Get some food out of the bag.
Start chomping down with him, and if he proves peaceful then:
>Mimic the cries of your victims.
In order to lighten the mood.
>>
>>5078518
Any way we can upgrade our charisma? Missing these near crits by a couple seconds is starting to really grate on my nerves.
>>
>>5078513
>Try to speak to it somehow.
>Get some food out of the bag.
>>
>>5078513
>Try to speak to it
>Offer food
>>
>>5078513
>Try to speak to it somehow.
>>
>>5078513
>Try to speak to it somehow.
Fucking draw on the dirt with stick or some shit.
I'd rather not waste our rations on this thing.
>>
>>5078513
Salute it. One wandering murderhobo to another.
Also is this the toymaker's cart? No way, right?
>>
>>5078524
>>5078533
>>5078754
>>5078917
>>5079048
>>5079067
>>5079188
You look at the orc and try to think. He's a monster, strong and savage. He might make for a worthwhile meatshield, if you can get through to him. You'll start off speaking. Real slow, real simple.

"Hey. How's it going? Kill anybody lately?"

The orc is staring at you and working the muscles of its jaw, as if in shallow thought. You doubt the creature can think deeply. While it's doing that, you reach into your bag, pull out some bread, and walk to the opposite side of the donkey. You munch on it some and look at the orc. It takes a bite out of the donkey's leg.

>roll 10 or higher on 1d20
>>
Rolled 12 (1d20)

>>5079258
Dark gods bless this role
>>
>>5079260
>>5079260
It grunts. Chews some more. You watch intently and then it growls. You're about to ready yourself for a fight when it reaches over to the donkey, grabs a leg, and casually rips it off at the thigh. You don't doubt it could do the same to a human. It tosses the hunk of meat at your feet. It's very fresh, this was killed recently. It also seems you've gotten through to the orc. You look down at, give him a salute in thanks and then think.

Your foot's in the door. How do you want to get inside?

>Eat the donkey leg
>Give him some bread
>Act out your massacre
>Try to learn the language
>>
>>5079267
>>Give him some bread
Also maybe grab part of the wagon and build a fire with it. Fire roasted meat seems like a good way to make friends... and we don't want to eat it raw.
>>
>>5077850
I didn't spot this post earlier. I'll probably archive it when we reach bump limit, or sooner if you die early.

>>5078536
If you become an expert in two social skills your overall speech will improve to where you can get the highest of two rolls. You would need the mastery of two to get the highest of three. That's for every kind of social interaction, not counting the bonus that's already there from the skill investment. I've done some fiddling with the Level system so that shouldn't be impossible in a reasonable time. Just an investment that could've gone to something else.

There are also supernatural means of growing your charisma but those aren't known to you... yet.

>>5079188
The toymaker had a donkey with some saddlebags and was several days ago. This was a wagon. You don't think it's the same but you haven't seen its former owner or what's inside. The orc might've ignored some loot due to its primitive way of thinking.
>>
>>5079267
>>5079273 +1
>>
>>5079273
+1

I like the idea of first making a fire, roast the meat, and then give him some bread. Maybe show him how to make a sandwich.

We know he's a beast, so by sharing our food and sharing the meal MAYBE won't try to kill us. Best case scenario we can show him we are somewhat intelligent and will stick around

But again, we're getting in the same discussion of taking Gilbert's with us. Are se sure we want to bring with us a hulking mass of green muscles? And also adding that in any time soon we will be capable of communicate with him or even make sure he draws attention or even grabbing a random horse and eating it.
>>
>>5079273
>>5079283
>>5079292
It watches you. There is no curiosity in its eyes, only a dim and predatory interest. You hold up your hand and fish around in your bag with the other one. You find the hardest chunk of bread there and toss it to the orc. It catches it and looks at the bread. You can almost see gears turning in its head. It reaches down, smears the donkey's gore on the crust, and nibbles it to make it last longer. That's a sign of intelligence. A kind of feral, sunhuman intelligence maybe, but an intelligence. You stand and come closer to the wagon, very slowly, so it sees what you're doing. The orc grunts. It's much less hostile than the first one. You think it's telling you to watch yourself. It might be threatening you. There's no way to know but it isn't reaching for its weapons so you aren't worried.

You look into the wagon and see something interesting but useless to you. Well, not quite useless. Blankets. Quilts. Clothes. Whoever was moving this wagon was clearly transporting textiles. You grab out one of the shoddier blankets and toss it on the ground. The orc is watching you, nibbling its bread crust and clenching and unclenching its fist on some grass. You see a part of the wagon that's been ripped off, very similarly shaped to that bladed beam. Identical, in fact. You notice the wagon's been turned partially on its side and that there are a few large chunks you could remove. You're careful to keep the orc in your sight as you grab one and pull. A splinter comes out and you toss it on the ground. The next one is more stubborn and you need to really- the orc is standing. You step back and watch, with a defensive stance. It towers over you, by less than you've heard from the stories, and lumbers over to the wagon. It grips a wheel and flexes it shoulders. "HRRRRR." SNAP. The wheel comes off and it tosses it onto the ground next to the splinter. You keep watching as it grabs a rock, probably taken from the road, and smashes the wagon wheel apart into about eight small pieces. It looks at you, grunts, and sits back down. A feral, brutal and subhuman intelligence.

You take out your firestarter and spread the blanket over the splinters and wheel shards to make a sort of fire pit. You get it burning soon and the orc doesn't react. You set the donkey's leg it gave you into the flames. It doesn't seem offended. Its lip curls a little. After a little while the donkey's leg is mostly cooked. You take it out and have a bite. It's actually very good. Meat generally is and when you've been living on bread and soup you take what you can get. The orc sniffs deeply, then takes the donkey's body and flops it over into the flames. It stares at the donkey, at you, and at the empty sky above. You see it's shaking and a hideous gurgling sound is coming out of it. It's thumping its fist on the ground and gnashing its fangs together. The noise gets louder and you worry that you've pissed it off when you realize the truth.
>>
>>5079314
It's laughing. Something about this situation is hilarious to it. That's good, you think. Maybe you're getting through to it. The orc waits a few minutes, far less time than you did, and then rips a chunk out of the donkey's torso, that it eats with gusto. It glares at you and grunts. It holds the almost raw meat where you can see it and grunts in the same, specific way. "ORTAN." You look at the meat and pause. "Uh... Ortan?" The orc grunts and flexes its shoulders. "AAAAGH. ORTAN." You catch on and take a chunk of your meat, the donkey leg, and show it to the orc. It's staring intently. You speak. "MEAT." It growls and after a minute of staring, tries to mimic your speech. "EEHATCHT!" There's a bit of an accent. To say the least. But it's actively attempting to communicate. That's a major barrier broken. It seems more relaxed than before. By that, you mean much less likely to try to murder you with its own two hands. It's a start.

>roll 1d20 to teach it the civilized tongue
>>
Rolled 6 (1d20)

>>5079315
>>
Rolled 16 (1d20)

>>5079315
>>
>>5079315
We're gonna be a couple of assholes together, I can tell
>>
>>5079320
It's been a few hours and you aren't much farther than when you started. The sun's getting lower and you now know the orc, you think, word for meat and wood, "THUN" and have gotten through to the orc a little. The problem is it keeps using orc pronunciation and butchering the words beyond recognition. If it even recognizes what you're saying. You still understand it a little better now than before. It looks like the strategy of point at something, say human words, and wait for the orc to repeat them after you isn't working quickly enough. The orc seems engaged but it's difficult to be sure.

You need another strategy.

>Try telling it your name
>Attempt some charades
>Mimic the cry of Gilberd's wife
>Don't rush it, keep it up
>Call it for the night
>>
>>5079333
>Attempt some charades
>>
>>5079333
>>Call it for the night
Sort through the textiles and see about setting up camp.
>>
>>5079333
>Try telling it your name

Orc friend, think if the rapes we could do together.
>>
>>5079333
>Try telling it your name
>Don't rush it, keep it up

>Absolutely DO NOT start screaming like an abused and violated human female
>>
>>5079340
>>5079367
You think for a minute. You think the orc is thinking too but it might be thinking about the donkey meat or something else completely. Maybe a more personal touch would get through to it. Maybe you'll tell it your name. You grunt and the orc looks at your hand. Its finger is pointing to your chest and you grunt again, to emphasize. Then you say it, slowly and clearly.

What is your name anyway? Can be a birth name, nickname, or even a name you gave yourself.
>>
File: idktbqh.png (64 KB, 705x330)
64 KB
64 KB PNG
>>5079379
So far my fucking around on BehindTheName for a name with an evilish meaning has given me only pic related and "Abbadon but we call ourselves Don FOR REASONS" as ideas. There were a couple other options I didn't quite like as much, but I'll keep poking around.
>>
>>5079389
Huh, Melvin is apparently derived from "Meville" meaning "bad town."
>>
>>5079379
>>5079393
I'm voting for fucking Melvin. Good name, bad town.
>>
>>5079393
>>5079389
"Colby" originally derived from an Old Norse nickname "Koli" meaning "dark, coal" and byr meaning "town."
"Dougal" meaning "dark stranger"; this one's Anglicized Gaelic.
Rajani is "the dark one" in Sanskrit.
And apparently there's a version of Sam--Avenstan--meaning dark.

Yes I like the idea of giving him a slightly dorky/basic name.
>>
>>5079404
>>5079393
>>5079389
"Barrett" meaning "strife" in Middle English.
"Cenk" means "battle, war" in Turkish, but makes me think of that one dork from TYT.
"Eadwig" is Old English elements ead "wealth, fortune" and wig "war"
"Gunnar" derived from other words meaning war/warrior (probably bit too noble for our boy)
"Guntram" meaning "war raven"
"Borko" meaning "fight, battle"

And I'm getting bored of looking for names so yeah.
>>
>>5079393
>>5079404
I like Melvin as well. Perfect name for a psychopathic, yet socially inept murderer.
>>
>>5077636
The guy picked is the scum of the earth brigand/criminal, city rat, vermin of civilization, the shit on the boot of the kingdom, the little worm in the ground, the annoying bloodsucking fly and so on. Not someone who can likely rip apart men with ease and do a massacre, in every place he goes like the 4 other options. This isn't a character of skill, importance, charisma, strength, sorcery or what not. This is a lowlife that will take a while to become something truly dangerous like the other options. But that s probably why it was picked.

>>5079333
>Try telling it your name
>>
>>5079333
>Try telling it your name
>>
>>5079379
I support Melvin as a name.
>>
>>5079393
>>5079403
>>5079418
>>5079458
>>5079464
>>5079520
"MELVIN." The orc stares at you and takes another bite out of the donkey. It crunches its fangs and grunts. "MEVLIN." There's the orc pronunciation again. You tap your chest. "Melvin." That's your name, yes. Melvin. Your mother fucking hated you. Your childhood was horrible but that's not here or there. You see the orc is thinking, and then it moves toward you, very slowly, very carefully. You don't move a muscle. It grabs the hand that doesn't have a hunk of meat in it. You feel a slab of meat that could probably bend iron and don't react, as it roughly moves your hand to its chest, away from the bloodied rags. Its skin is leathery and slick with sweat. You feel a thumping beneath a ribcage that's more like a rib fortress. You realize it stuck your palm over where its heart would be.

It growls down at you. "GROSHNAK." You can feel the vibration in its chest. You repeat the name. "GROSHNAK." It grunts in what sounds like approval. You've probably butchered the pronunciation too. The orc lets go of your hand and slumps back to where it was sitting, like nothing happened. The orc, Groshnak, flashes its fangs at you, covering the top side with his lips. You nod your head and smile back. You're careful not to show any teeth so you don't break some taboo and get torn into pieces. You have an idea. You point at the orc, then to you, and try to mimic an orcish grunt. "GROSHNAK... MELVIN... FRIENDS." He looks at you with a strange expression and snorts. He picks up the beam and you tense, but then he takes the blunt end and taps you on the chest and then himself. "MEVLIN. GROSHNAK... FRENS?" You nod your head to say yes. You aren't sure if that translates so you speak as well. "FRIENDS!" The orc drops the beam and you don't sense any more direct hostility. It's laughing again, but you think you recognize the meaning of the tears.
>>
>>5079525
Maybe that's a good thing. You dig around in the wagon and fashion a crude tent while Groshnak watches. Then you set it up and look at each other for a second. Groshnak grunts, points to his eyes, and then out at the darkness. He points to you and back at the tent. The meaning is clear. He wants first watch. You oblige. He wakes you up twice by shaking your ankle and you feel "safe" being extremely careful to do the same to him. By morning, when you wake up and haven't been ripped in half, you think you've reached an accord.

>Groshnak, (Level ? Orc?) has joined the party
>+4 bonus XP, 11/20 XP to reach Level 3
>You have no idea what his combat skill and abilities are yet.

If only you could understand a damned thing he was saying and vice versa, for that matter. You pack up the crude tent and notice Groshnak has made a sack to throw the donkey in. You realize you could probably get more lessons in without moving but at the same time, you have no way to be sure there isn't a patrol coming down the road. Or worse, one of the nobles of the realm. The orc seems to not much care but he's looking at you.

What's the plan?

>Focus on teaching the orc for now.
>Focus on getting to the outlands.
>>
>>5079527
We can walk and talk at the same time. Walk, point at random things, name them.To the outlands!
>>
>>5079527
>Walk to the outlands + point at random things, name them.
Let him do the same if he wants. We might just learn some orkish.

impossible_fit unlocked
>>
>>5079527
>>Focus on getting to the outlands.
Get out of here before they send any cavalry out. We can talk while walking.
The money from that house could have been nice.
Since we are going in the outlands, we can leave a trail of blood. People aren t going to hunt us there. So killing any we found would grant us loot and some XP. Corruption points as well.
>>
>>5079530
>>5079535
>>5079540
You decide the risk of getting caught and hanged from a temple steeple is too damned high to justify some amateur language lessons. Besides, there's nothing stopping you from doing it on the road. It's just harder to actually teach while you're walking. You don't think Groshnak cares. You start walking and he follows you. Maybe he thinks you know your way around human lands better than he does. You honestly doubt you do but it suits your needs so you don't tell him otherwise. You aren't sure how you would tell him either. Last night you didn't dig too deep out of the risk he might react badly but you've noticed that the bloodied rags you saw earlier are bandages. New ones for old wounds. Mostly healed and uninfected, but look like they were dealt by a blade or some arrows. You notice only one is in the front: a clean sword cut. The rest are on the back of his shoulders and the torso. You haven't seen any sign of another orc around and he doesn't seem worried about being left behind by any sort of patrol. Then there was the reaction when you told him you wanted to be his friend, too. None of the stories of orcs are about them crying. His being here is strange. You have some suspicions but don't voice them.

You just walk and try to teach an orc how to make smalltalk.

>roll 1d100 to travel
>roll 1d20 to teach

It's much harder to make progress on the road but it can be done. Maybe when you reach the outlands you can stop somewhere and teach each other.
>>
Rolled 8 + 4 (1d20 + 4)

>>5079564
>>
Rolled 13 (1d100)

>>5079565
This was for the investigation by the way, nothing to do with your rolls.
>>
Rolled 64 (1d100)

>>5079564
>>
Rolled 29 (1d100)

>>5079564
>>
Rolled 9 (1d20)

>>5079564
Fren :)
>>
Rolled 7 (1d20)

>>5079564
>>
>None of the stories of orcs are about them crying. His being here is strange. You have some suspicions but don't voice them.
He a faggot or something?
>>
>>5079589
Most of the wounds are on his back aside from a nasty one on the front and he isn't with any other orcs. The stories say they usually travel in warbands, which leads you to suspect his was wiped out and he ran instead of fighting. The stories don't say anything about orc society except for rumors of what they do to the humans they capture but they probably take violence very seriously.
>>
>>5079596
Ah fuck. We've got a shittier model, then. But I guess that doesn't really matter if he can rip weaker creatures apart with no effort and we're not planning to go to war.
>>
>>5079564
I've known him for like 5 posts but Groshnak is already the best bro
>>
>>5079616
We need go get richer and stronger. Maybe with a band under us, but that can come later when we don t look like any other outlaw here in the frontier.
If the villages are so peaceful around here, we can return in time.
>>
>>5079565
>>5079566
>>5079572
>>5079578
You keep walking with the orc. Every time you see something new or that you've already seen before you point and say the human word for it. He repeats it after you and does the same thing in the orc tongue. Neither of you learn very much but you do learn. "Grass" "EBEZ" "Tree" "THUN" "Sky" "URTAZ" You aren't sure you're friendly enough to show him what the word for shortsword is but he hasn't tried to tell you what his weapons are called either. Both of you are cautious. Friends through your shared interests, but cautious.

You look and spot something off in the distance. Two squat buildings, made of wood and mud. and a farmfield big enough to meet the needs of a few people. They're very off to the side of the road, like their builders were worried about building too close. That's a homestead, not a village. You see a couple of men in the fields, harvesting grains with their heads to the ground and realize they're focused enough they haven't seen you or the orc yet. There might be eight, maybe ten people between those two houses, possibly more. You know for a fact from being raised by a farmer that most won't be fighting age men. Groshnak is excited. He holds a wooden javelin, long, with two hooks carved on the side, and moves to throw it but stops to see what you're doing. You've got your hands on the shortsword belt and make a snap decision to hurry back, over the hill so they don't spot you all of a sudden.

The orc catches on quickly and gets down in the grass. You hide as well but not so much. Your gambeson is still bloody. You think for a minute. Hitting this hamlet could be a lot of fun. Risky, but fun. You aren't sure you would consider it alone but you aren't alone. You have an orc. This might be a chance to see how it does in battle, too. Groshnak makes one of the most awkward nods you've ever seen and flashes his fangs at the direction the homestead. All of them.

What's the plan?

>Take off the gambeson and scout out the hamlet first.
>Wait for nightfall and attempt a break-in on one of the houses.
>Charge them down in broad daylight, while the men are spread out in the fields and tired from a day's work.
>Move on. Ignore the hamlet, it isn't worth the risk.
>>
>>5079626
Would these buildings burn? Because if they look like they would: wait for nightfall, set houses on fire, slaughter them in their panic.
>>
>>5079633
+1 I'm assuming we still have some matches
Also, try to communicate our plan to Groshnak as best as we can
>>
>>5079633
+1

Let's search for some better spot to wait and try now to understand and communicate with Groshnak. Maybe some things for when the attack happens, like "attack", "run", "hide" and simple things to atleast understand each other in things like this.
>>
>>5079633
>burning the houses
>and any possible food/loot

>>5079626
Let's scout out the Hamlet; we're inconspicuous enough
>>
>>5079647
changing my vote to this, at least for now, still trying to communicate with Groshnak though
>>
>>5079633
They look like they would burn, but slowly. Normally you would need some time sitting in the same spot to get a fire started but you have several rags and sticks of wagon wood you could use to make a torch you could set down and leave. There's a possibility it would burn any loot that's inside too. The fields are also flammable.

>>5079645
You can do this too, no matter what the plan is. Unless you bomb a roll to let him know the specifics Groshnak would likely catch onto the basics.
>>
>>5079647
I highly doubt these guys have much of anything worth stealing (they're living in wood/mud huts). Maybe a little extra food.. but there's eight farm-hands that we know about, plus potential women and children... when we could barely fight off a pregnant woman and Groshnak is an injured Orc coward.

Otherwise our other best bet is sneaking in at night and slitting throats.
>>
>>5079653
Hm, the panic that a housefire would cause is the objective rather than the housefire itself. The field is an option if there's a cleared-out area that's mostly dirt/mud around the homes; could still potentially cut off escape routes.

I say we wait for nightfall either way, we can use the interim time to scout or potentially draw off the farm hands individually and kill them one at a time.
>>
>>5079654
There are four men in the fields and one of them looks very young. There could be more in the houses, you aren't sure. Your estimate was eight people total by the size of the fields. The farmers here aren't wealthy, otherwise they would be living in a village. You doubt there's any silver in any but you could be wrong. Copper's likely, as is food. You only have 4 food, from your rations and the cooked donkey leg. Groshnak is carrying the donkey and eats about twice as much as you do. He would probably eat human flesh. You haven't eaten human flesh yourself but you've heard stories, of ghouls and demonic possessions. You're kind of curious to see what it tastes like but it could be dangerous. The stories could also be lies. It might be both.

>>5079660
Killing the farmhands off one by one is also a possibility but if one shouted, the others would be warned.
>>
>>5079626
>>Take off the gambeson and scout out the hamlet first.
Better not to attack them at night. Why ? Quite simple. It s not easy to recognize people at night especially if you barely know them. So unless we want a chance for our orc to accidentally kill us during the attack, it s better with some sun out there.
>>
>>5079665
qm i suggest to give yourself a name otherwise it might be difficult to recognize you, your id has changed before too
>>
>>5079665
>>Take off the gambeson and scout out the hamlet first.
This situation reminds me that we need a fucking crossbow.
Also consider not setting fire to everything, it's risky since someone could see the light at night or smoke during the day. Burning shit in our wake could also bring unwanted attention in more civilized areas.

>>5079672
Agreed. It's hard to find updates among other posts posts without images, name or tripcode attached.
>>
>>5079621
Teaching him is made easier by the fact orcish is a simple language but made harder by the fact that most orcs aren't the smartest. You aren't sure how smart or not Groshnak is compared to the average human. You of course think that you're smarter than everyone else.

>>5079672
Yeah, I mobilepost when I'm not at home. Might be a good idea to get a name. I guess a trip too so you can be sure it's me posting.
>>
>>5079677
That's a good point. I've just been putting it off some, an entire thread of no name, no trip is kind of comfy. I'll post with a trip from now on unless I forget it like a dumbass. Looks like the overall consensus is to scout. Interesting.
>>
>>5079647
>>5079652
>>5079660
>>5079666
>>5079677
You take off the bloody gambeson and toss it on the ground. Groshnak looks at you and the direction of the homestead and grunts quietly. "FURTHOL?" You don't know what that means, so you pantomime moving to the direction of the village and then back. He stares with his eyebrows crunched together and grunts. "AAAAGH. FURTHOL." You think that means to scout but you aren't completely. You point at the ground and make a shushing sound. Thankfully Groshnak grasps your meaning and goes prone. He has his hands on the beam pole and the javelins are in a sling over his back. Not a pretty sight. You walk back to the road and start walking into the hamlet with a smile, like you're a traveler who's excited to see people. Well you are, but not for the reasons they might think.

>roll 8, 12, 16 or higher on 1d20+2 to get good information

These are hospitable people and you don't look like a nobleman or patrol wanting taxes so you have an easier time of it.
>>
Rolled 3 + 2 (1d20 + 2)

>>5079691
>>
>>5079682
Well better not have any surprises. But beyond that we can see how many we can kill with a surprise attack before they organize.
Even if we break a stick or similar, we can just go for them and call the orc. Here we can use that blade freely, no need to play with this preys like with that wife.
If we scout with success, we could even attack from two directions
>>
>>5079693
... Welp, I'm not rolling for the rest of the day.
>>
Rolled 5 + 2 (1d12 + 2)

>>5079691
>>
>>5079693
You approach the homestead and smile at the men you see in the fields. You spot an old man, in his 50s, two younger men in their late 20s or early 30s and a boy who can't be older than 15. None of them look very welcoming. In fact, you see the old man's holding a pitchfork very warily. One of the men looks back at the buildings but doesn't leave the other three alone. You walk closer. "Hello there, I'm a traveler looking for-" The old man points the pitchfork in your direction. "We don't care and we don't care for company. Not from you or anyone else with a sword on their belt. Adventurers and soldiers are good for nothing! GIT! Go on, GIT!" One of the men raises his hand to calm him down and speaks at you. "Look, I'm sorry for my father but we've got a bad crop and don't have the food to be sharing- with you or any other stranger. There's a proper town two days up the road. You'll find what you need there." They're all watching you very closely, so you do your best to look crestfallen and upset. "Fine, fine, but you don't have to be so angry about it." You turn around and leave, in a different direction than the one you just came from. You can sense they're watching you leave. Those fools dare to talk down to you? You'll show them, now or later. They're just like Gilberd, smug, until you cut their faces off!

You wait about ten minutes and go back around to see Groshnak. He hasn't moved but he's chewing on a donkey leg and puts it away when he sees you. "FURTHOL?" You shake your head. He knows that means no, or at least disapproval, in human. He growls and tightens the rope on the beam. The orc wants to kill. You understand, so do you. The question is what to do now.

>roll 1d20+4 to teach Groshnak basic words, attack, run, burn, and the like

You think you should-

>Wait for nighttime
>Attack immediately
>Ignore the homestead
>>
>>5079714
>wait till night
Tell Groshnak that if he can hold his urge for rushing in and killing everyone until later tonight, then he gets first blood.
>>
>>5079714
If they don't have food to share I'm back to supporting my original plan: wait until they've gone to bed, set the places on fire, smoke the bastards out, and cut them down in the confusion/panic. Groshnak's nose should hopefully be enough to keep him from cutting us down with the others.

We can teach Groshnak while we wait, but I'm not doing that roll.
>>
Rolled 10 + 4 (1d20 + 4)

>>5079714
>Wait for nighttime

Free XP
>>
>>5079721
We'll set the fires then while he lies in wait then. Y'know if we wind up going with my thing.
>>
>>5079729
yeah, then he goes in, kills a couple by himself for fun, and then we help him clean up
plus, if shit goes south, Groshnak screaming down like a lunatic makes him an easy scapegoat
>>
>>5079731
*screaming while running down
>>
>>5079714
>Attack immediately
>>
>>5079714
>Wait for nighttime

Supporting this plan as well: >>5079729
>>
>>5079714
>Wait for nighttime
Drop like hawks on the men that get out. Specifically the ones in their 30s, but even anyone else. Let s put our blade to use
>>
>>5079721
>>5079725
>>5079726
>>5079729
>>5079731
>>5079732
>>5079735
>>5079737
You and Groshnak go farther away from the homestead, where they won't hear you practicing the language. At first, the orc is visibly confused and angered by your wanting to leave the homestead, but when you mimic swinging a blade and using human words, he understands immediately. Groshnak returns the favor and for the first time, you can almost make sentences together. Very simple, very focused ones on a very specific subject, but they're sentences. Groshnak has learned some basic words. "Swing" "ZULSH" "Throw" "ZULASH" "Attack" some confusion, there's no distinction between the words swing and attack in orcish, "Run" "...ALNO" his hesitation makes your suspicion firmer, and "Burn" "BOR'CHAZ" You think Bor'Chaz might mean torch burn but you aren't sure which is torch and which is burn. It doesn't matter, you both have a basic understanding. This should make learning the rest of each other's languages slightly easier.

On a side note, you find out that the word for "Rape" is the same in both languages. It might have started out as an orcish word. You aren't a scholar so you don't know. Hell, you aren't even literate enough to write your own name. Very few commoners are. You figure out a mildly complicated, by orcish standards, plan. You're going to light the houses on fire and murder everyone that leaves. Short, simple, to the point. Nothing to go wrong. You notice Groshnak doesn't seem to have a problem with it being after dark, he's not squinting anywhere or made uncomfortable like some humans would be. You suspect the stories were true and orcs can see in the dark. Maybe Groshnak's just a strange orc. You get the torches ready and Groshnak gets into position, to throw javelins. You're surprised he doesn't want to get into melee or should you be? Maybe he's restraining his instincts because he thinks it's the best strategy. It might actually be.

You get your bloody gambeson on.

It's time to kill.

>roll 1d20+4 to BOR'CHAZ

The fact that they aren't expecting an attack or at least didn't leave out a sentry helps. You imagine they'd grab everything valuable when they ran anyway.
>>
Rolled 17 (1d20)

>>5079781
Someone else can do the second roll
>>
>>5079783
>>5079784
Nevermind there isn't a second roll now kek
>>
>>5079781
Had to delete and repost because mobile ate part of the post.

>>5079783
I need one more roll.
>>
>>5079788
No there is, I'm just a dumbass that should've spell-checked.
>>
>>5079790
Ah gotcha. Either way someone else can do it if they want.
>>
Rolled 10 + 4 (1d20 + 4)

>>5079783
>>
Rolled 12 (1d20)

>>5079783
>>
>>5079784
>>5079798
>17+4 vs 12
>GREAT SUCCESS
>10+4 vs 14
>NARROW SUCCESS

You sneak around to the back of the nearest house and immediately grin like an idiot. They have a thatch roof. You toss the torch up and run to the other house, where you fling your second and watch it snuff out from the wind- then smolder back and catch flame! Hahaha! Excellent! Burning the roof means they're likely to panic and their loot's less likely to be ruined! If there is any, anyhow. You draw your shortsword and buckler and wait. Groshnak is somewhere in the fields, waiting for them to come in sight. You promised him first blood to make up for the delay and that's a promise you'll keep. The screaming begins.

"AAAAAH! NOBLE GODS!" "GET THE BABY! RUN! I'LL GET THE FLOUR!" "AAAAGH BUT I SPENT SO LONG ON THAT ROOF!"

>Perspective Swap

You are Groshnak, son of Gurthak. You are a failure to your forefathers and your father, but most of all, yourself. You were almost ready to sacrifice yourself in shame when that weakling came. Mevlin. Most men, you can smell the weakness, that's why you call them weaklings, but Mevlin, his scent was fierce and he showed blood on his chest. Mevlin is not like the others. Mevlin is strong. Mevlin gave you a second chance.

You don't want to fail him too.

>You are Groshnak, Level 2 Orc Young (Loincloth-Clad)
>You have 19/26 HP and 14/30 XP to reach Level 3
>You are an orc, with +2 racial Toughness and an innate resistance to sorcery, poison, and disease. In addition, you can see in pitch-darkness as if it were day and have access to orc-exclusive classes.
>You have a +0 to hit and a +4 to damage from orcish strength
>You have 2 abilities: Limb Ripper, WAAAGH Cry
>Limb Ripper: In combat, you can spend 1 attack to attempt a Limb Ripper, rolling to attack with bonus from combat skill against an enemy who receives a +6 Dodge bonus. This bonus is halved if the enemy is grappled or has been hit during that turn. If the attempt is successful, you roll against the target, both adding strength bonuses. If the enemy is successful, the hold is broken and the attempt is wasted. If you are successful, the target takes 1d6 damage per martial Level you have, if this exceeds half of their remaining HP, their limb is torn off and no longer usable. The target must pass a difficulty roll of 18, applying Toughness bonus. If failed, they are stunned for 1d3 turns. If the target succeeds or fails, if their limb is torn off, they take 1d3+1 damage per turn until the bleeding is stopped.
>WAAAGH Cry: This is currently unusable. The shame in you is too much.
>>
Rolled 6 + 2 (1d6 + 2)

>>5079846
>You have 1 flaw:
>Coward: You have brought shame to your ancestors. Your weakness can only be washed away in blood. In melee combat, the first time you receive damage in a turn you must roll 8 or higher on a 1d20 to avoid running. The difficulty is increased by +1 per damage dealt but lowered by +1 per damage inflicted.
>You have a Dodge of 8, enemies need to roll 8 or higher to hit. Each time you're hit in 1 turn Dodge drops by 1d4 and resets at the start of each turn.
>You have a Toughness of 2, enemies do -2 damage when hitting. If this would reduce damage to 0, a 1d2 is rolled, on a 1 no damage is dealt, on a 2, you take 1 damage. If this would reduce damage to negative levels, no damage is dealt.

You are wearing a loincloth, earned by spilling blood in battle, and are wielding 5 crude wooden javelins, (1d3 damage) and a bladed beam, (1d3 damage, reach allows free attack attempt if unsurprised at the start of combat).

You see that Mevlin's cunning plan has worked well. The first weakling hut is already in flames and the second is grilling nicely. Only one leaves the first though, a young weakling boy. He's so young you're surprised he wears a full set of clothes. He has a bag full of something in his hands and seems terrified. Mevlin is not in danger from a misthrow where he's standing. Good. You raise your javelin and take aim.

>roll 8 or higher on 1d20 to hit
>roll 1d3+4 for damage (on a hit)
>>
Rolled 4 (1d20)

>>5079847
>>
>>5079850
>Your attack has missed
You throw the javelin and it goes straight over the young one's head! RAAAAAGH! If he weren't so small and pathetic, he would've died like he should have! You grunt a warchant and pull another javelin from the sling. Now, a mob of weaklings runs out of both huts, carrying everything they can. All of them are fully clothed. This confuses you. There can't be that many warriors among them, unless... "RAAAAAAAGH!" The shout catches the weaklings' attention and they stop running to stare at you. That gives you enough time to fling a javelin into the mass of panicked flesh. They're too close in the doorway to single one out but if you throw mightily enough, it may kill more than one.

>The Fleeing Peasants are Overcrowded, preventing targeting, halving their Dodge and causing lethal damage overflow until they disperse

>roll 4 or higher on 1d20
>roll 1d3+4 for damage (on a hit)
>>
Rolled 5 (1d20)

>>5079847
GROSHNAK REDEMPTION ARC
>>
Rolled 13 (1d20)

>>5079861
>>
Rolled 2 + 4 (1d3 + 4)

>>5079863
>>5079865
WE BELIEVE IN YOU GROSHNAK
>>
Dice+1d20
>>
Rolled 4, 16, 7, 1, 20 = 48 (5d20)

>>5079863
>>5079866
>5 vs 4
>NARROW SUCCESS
>Farmer's Boy is hit for 6 damage
>Farmer's Boy has -3/3 HP left!
>Farmer's Boy has been slain!
>Lethal damage overflow!
>Farmer is hit for 3 damage!
>Farmer has 3/6 HP left!
>Over half of Farmer's HP has been lost in a single blow, he must save or be stunned!
>He is unused to combat and caught by surprise, so he has to beat 16 or be stunned and lose his turn. (rolled 4, fail)
>The Fleeing Peasants are horrified and must make a morale check!

You throw the javelin into the mob with furious rage! All of your strength is behind the throw and its wild edge strikes true! A young weakling is pierced through the neck, killing him instantly, and the weakling behind him screams when the javelin carries through and a punches a hole in his chest!

The others, as many as the fingers on your hand, see the javelin and then see you, standing in the field and roaring with hate. RAAAAAAGH! These men have not earned their clothes! They must die!

You raise another javelin and howl! The blood is split and you are exalted! The weaklings look on you in fear! They've heard the tales! They know their death has come!
>>
>>5079898
>dat 20

Damn, that woman must be getting off on the horror.
>>
>>5079898
>Perspective Swap

Damn, that orc killed a boy and brought one of the men you saw earlier to the brink of death in a single throw. Yeah, he botched the first but you don't think it would've hurt any less. The important thing is that the sight of him has scared these farmers shitless. Most of them, anyway. A woman drops unconscious on the spot, two more, an older woman holding a baby and a younger boy, run away but two others, the farmer that doesn't have a spike in his chest and the old man, stand and fight! You see the old man is wielding something sharper than a pitchfork, a military-grade longsword! He looks to wield it well, too. Although, not better than you. Worse, even, perhaps dulled by age or simply never as good.

Both of them charge the orc. Fools. He'll get another javelin off at them long before they reach the beam. You trust Groshnak can handle himself. Still, you have the chance to strike them in the back and get the upper hand that way. You see that the other building is smoldering and a young girl of twelve or so is trying to get as much grain out as possible before it burns. That must be their storage house.

All of a sudden, the old man shouts with a righteous malice that makes the hair on your neck stand up. "ORCISH DOG! I KILLED YOUR KIND ONCE AT THE BATTLE OF FOUR HILLS AND I'LL DO IT AGAIN HERE!" He seems to gain a sudden confidence and starts to wield his blade with an unsettling smoothness. Worrying.

At least you have an ample choice of targets. None of them have any idea you're here, so it will be an excellent surprise.

>The old man with the sword
>The farmer with the sickle
>The farmer with a spike in his chest
>The running old woman with a baby
>The running young boy
>The young boy deciding to run or fight
>The unconscious woman
>The young girl at the grain
>>
>>5079906
>The young boy deciding to run or fight
>>The farmer with the sickle
Odds are the fucker with the spike in his chest isn't really a threat anymore. So we'll cut down the adds and let Groshnak handle the old man for a turn; it'll serve as a good test of character for him... especially if he understood that.
>>
>>5079906
>The old man with the sword

We'll have Groshnak bring back the baby mama and boy when the fighting men are dead.
>>
>>5079906
>The young girl at the grain

The weak are prey.
>>
>>5079910
I'll support this if >>5079911 doesn't win.

>>5079912
I ain't about to waste our element of surprise on killing a girls that's saving our grain lad.
>>
>>5079910
Yea, I'll +1 this instead if it means a quicker update.
>>
Rolled 18 (1d20)

>>5079910
>>5079918
The old man with the longsword is the most dangerous man on the field. He's also the only one with a grudge against orcs and charging what happens to be the only orc here. It's in your best interest to let them fight it out. The farmer next to him, holding a sickle like it's anything but a shoddy backscratcher in a real fight is the more dangerous of the others. You ignore the fleeing cowards to run over the unconscious woman, past the man with the spike in his chest and reach the farmer's back just in the nick of time. The old man is hellbent on orc murder and would likely keep running even if he did see you, so he's no threat. This kill is yours.

>roll 4 or higher on 1d20+2 to hit!
>roll 1d4+1 for damage on a hit!
>>
>>5079910
By the way, I included the kid because I figured we could walk up right behind him and slit his throat on our way to the melee.
>>
Rolled 11 + 1 (1d20 + 1)

>>5079928
>>
Rolled 10 (1d20)

>>5079928
Yolo
>>
Rolled 3 + 1 (1d4 + 1)

>>5079931
Blah, why'd I try to multi-dice?
>>
Rolled 3 + 1 (1d4 + 1)

>>5079928
Wee
>>
Rolled 1 + 1 (1d4 + 1)

>>5079928
>>
>>5079929
He's standing very far to the side, he was the first out, ran away from the crowd and was staring at Groshnak when he threw the second javelin. You could've surprise attacked him but he might've screamed and cut the element of surprise. It was one or the other and the odds were even so I rolled a 1d2. Landed on sickle (2). It looks like the boy's going to draw a knife (1d2) and try to fight you this next turn.
>>
Rolled 7 (1d20)

>>5079931
>>5079933
>>5079934
>Farmer is hit for 4 damage!
>Farmer has 2/6 HP left!
>Farmer must save or stun! 16 or higher to continue to fight!

You creep behind the farmer and cackle as you thrust the shortsword straight through his back! He gasps from the pain and the old man nearly turns around, but Groshnak shouts something orcish and he shouts in rage! The old man continues to charge! The orc's battle is his own. You'll tend to the chaff. "Hahahaha!"
>>
Rolled 2, 10 = 12 (2d20)

>>5079954
The farmer loses hold of the scythe and collapses onto the soil! You laugh at his weakness and prepare a proper finishing blow, when a high-pitched voice catches your attention.

"You stay away from my daddy, traitor!" You turn to see that the boy has decided to die here after all, and holds a knife in shaky hands just like Gilberd's wife. Oh, how you savored her suffering. You'll savor his, too. Another voice catches you off guard. "And from my friend!" You turn and see the farmer has pulled the javelin from his chest, and he too, holds a blade. A second knife, sharp and vengeful. You snarl as he staggers in for the kill!

Both are attacking you at once!

>roll 1d6 to see if buckler triggers on a hit, on a 6 it does

Remember, you know how to Crotch Grab and can always get creative in combat.
>>
>>5079968
Neither hit as you deflect and sidestep their clumsy slashes with ease. The rusted shortsword in your hand hungers for blood. It hungers for more.

Who dies first?

>The boy
>The man

>roll 1d20+2 to hit
>roll 1d4+1 for damage
>>
Rolled 1 (1d6)

>>5079968
Crotch Grab the most dangerous one, and slash at the other.
>>
>>5079971
Or Crotch Grab, don't forget, you can attempt to Crotch Grab.
>>
>>5079971
>The man

Leave the boy alive to witness his family's torture.
>>
Rolled 1 + 2 (1d20 + 2)

>>5079971
The boy. Nothing fucks a father up quite like seeing his son cut down.
>>
Rolled 2 + 2 (1d20 + 2)

>>5079971
rolling to hit the boy
>>
Rolled 12 + 2 (1d20 + 2)

>>5079971
Grab some Crotch I suppose.
>>
>>5079972
You have only 1 attack per turn and Crotch Grab spends 1 attack. It's harder to use but if it hits, it's much more damaging and demoralizing than a strike from the rusty shortsword.
>>
>>5079976
>>5079977
wow....
>>
>>5079981
... Yep.
>>
>>5079981
>forgot to add dice+1d20
>get the only good roll after it matters

Pain. I starting to think this combat system is retarded. A trained soldier, barely able to beat a cripple, a child, and a pregnant woman? This is too much of a joke for me to enjoy.
>>
Rolled 11, 20 = 31 (2d20)

>>5079972
>>5079976
>CRITICAL MISS!
>Your turn is wasted!
You laugh. "Fools! I'll end your bloodline and-" and they're trying to stab you again. Damn it! How dare they interrupt you?

>roll 1d6 to see if buckler triggers on a hit, on a 6 it does
>>
>>5079985
Hopefully we get a shiny new longsword out of this fight???
>>5079989
... I should stop rolling but okay.
>>
>>5079985
I don't think it's completely retarded because when we do get even mediocre hits, we're able to kill someone in two hits and almost always cause them to be stunned so they can't retaliate. The problem is that we're getting really unlucky with our rolls.
>>
Rolled 1 (1d2)

>>5079989
>>
Rolled 4 (1d6)

>>5079989
Captcha ate my dice...
>>
Rolled 2 (1d6)

>>5079989

>>5079993
I don't believe that, our combat abilities have gotten worse AFTER our level up. This quest is a bad joke.
>>
>>5079989
>CRITICAL HIT!
>Farmer's damage is doubled!
>You are dealt 2 damage!
>You have 17/19 HP left!

The boy stumbles and you step past him, and ready yourself to slay when the farmer lunges to the side and strikes at your face! From the posture you're in you're unable to bring the buckler up in time and feel a cut run over your cheek, inches beneath your eye. You step back with trained finesse. That was a lucky hit, nothing more. It may be a new scar.

The farmer who you stabbed is climbing back on his feet and grabbing the scythe. He'll be in the fight soon. What a pitiful sight. You'll kill the three of them!

>Attack or Crotch Grab?
>Who? Also roll
>>
Rolled 16 (1d20)

>>5080001
>Crotch Grab
>Farmer

I'm tired of these games
>>
>>5080002
Lets do this.
Also should have killed sickle guy while we had the chance.
>>
>>5079985
I genuinely thought the fight with Gilberd's wife would be over in 1 turn. You had x4 the HP, much higher damage dealing, and more skill. She was just extremely lucky. Likewise with the farmers, so far. If you reach Level 3, you'll be able to get a combat skill, different from a normal skill, that should tilt the odds even further, though how depends on which one you choose.

>>5079993
The odds are very much in Melvin's favor. You've just been very lucky. Each turn is about 4 seconds, 6 max.
>>
Rolled 20, 3 = 23 (2d20)

>>5080002
Farmer has 8 Dodge, +8 that's 16, meaning your Crotch Grab hits. The sight triggers a morale check for the other combatants.

>roll 1d10 and 1d6 to END THE LINE
>>
Rolled 2 (1d6)

>>5080006
>>
>>5080006
The boy is angered while the sickle farmer recoils in fear. The boy no longer has to roll morale for this battle and sickle loses his turn.
>>
Rolled 5 (1d10)

>>5080006
This is just plain retarded
>>
>>5080000
They haven't gotten worse, it's just luck and against farmers the odds are stacked in your favor. I think it's balanced but how else do you think we could handle combat? Not asking like I'm set in stone or anything, I'm wide open to ideas. I've already changed the Level up bonuses to make the power difference more noticeable and having it be purely narrative isn't as satisfying. If you were a Knight of some kind it'd be an unholy meatgrinder.
>>
Rolled 14 (1d20)

>>5080006
>>5080008
>>5080014
>You Crotch Grab the Farmer!
>Farmer is dealt 5 damage, Farmer is gelded!
>Farmer has -2/6 HP left (and nothing left to live for)

You are tired of this. Your hand snaps out between the farmer's legs, seizes his testicles in the palm, and crushes them to powder in the blink of an eye. His entire body goes limp and he collapses in agony.

>+1 bonus XP

You turn to the other two. The farmer with the sickle vomits and stumbles back. The boy's eyes are angry and he shows no sign of stopping the fight. "NOOOO!"

He tries to cut you and you prepare to retaliate.

>roll 1d6, you already know how it works
>>
Rolled 18 (1d20)

>>5080018
Jab our sword into the kid's gut; let him impale himself in his rage.
>>
Rolled 66 (1d100)

>>5080018
>rolling for gambeson, 40 or lower = 0 damage
>>
Rolled 2 (1d6)

>>5080015
Us getting a Bo2 when we upgrade our combat skill to... what? +4 Combat? Jesus, I doubt we'll survive that long with our luck.

>>5080018
Sigh, of course...
>>
Rolled 1 + 2 (1d4 + 2)

>>5080020
>>
Rolled 2 (1d2)

>>5080018
>>
Rolled 9 - 4 (1d20 - 4)

>>5080020
>>5080022
>>5080023
>>5080024
>You have been dealt 2 damage
>You have 15/19 HP left
>Farmer's Son has been dealt 3 damage
>Farmer's Son has 0/3 HP left
>Farmer's Son has been slain!

The boy charges you with a cry of vengeance on his lips and you oblige by piercing your blade through his heart! In the instant before his death, he cuts your side and you feel the wind shifting your tattered gambeson. The cut stings but it's shallow. You ignore it and turn, pulling your blade from the still-standing corpse. The farmer, the boy's father, mimics his cry, "NOOO!" and runs to slash you.

>roll 1d6 on a hit

Unfortunately for him, sickles are infamously unwieldy, giving him a -4 to hit.
>>
>>5080027
He misses, swinging well over your head. You prepare to kill the father beside his son.

>roll 1d20+2 to hit
>roll 1d4+1 for damage

Unless you want to Crotch Grab.
>>
Rolled 13 (1d20)

>>5080027
Damn, I was really hoping to torture the kid after this. Guess I'll have to settle for the rest of the family.
>>
>>5080022
Point taken and I've been thinking about this myself for a few days now. The combat expertise is cumulative, if you have the combat skill of 4 or higher you have expertise. The source doesn't matter, and you'll have 2 to choose from on your next Level, not counting the stat boost.
>>
Rolled 2 + 1 (1d4 + 1)

>>5080029
>>5080028
We'll probably have our fun with the womenfolk and the other boy afterwards. We'll have to see how Groshnak's doing and send him to hunt down the runaways.
>>
>>5080028
Crotch grab, yes.
>>
>>5080033
>farmers have a dodge of 8
>you rolled a 13
... Anon, why do you do this to us?
>>
>>5080028
Whisper something like this >>5080029
into the dads ear as we kill him
>>
>>5080032
I'm aiming to have our orc rape the old man's wife while he watches, and us bang the mother-daughter duo while in front of the remaining men and children. The orc can eat the child after we've battered the women.
>>
>>5080037
eh Groshnak is a bit of a coward. I don't know if he'd be willing to do that even though he's an orc.
Also, we raped the minstrels wife because he personally insulted us. The old guy kind of just told us to fuck off and I don't think that warrants that response
if we do it all the time for everyone we come across, it loses it's edge
>>
>>5080037
>>5080040
I figured we'd offer Groshak first pick of the women to celebrate if he manages to overcome his cowardice. We'd probably partake too because that seems like someone that happens in war band/brigand group.
>>
>>5080040
I'm trying to feed our corrupted soul, hence the unnecessary cruelty.

>>5080044
Eh, I prefer to give him the old man's wife. Give Groshak a chance to avenge his fallen forefathers, ya know?
>>
>>5080029
>>5080032
>Farmer has been hit for 3 damage
>Farmer has -1/6 HP left

You step into the farmer's swing, deflect the feeble force of the pole with one hand and run him through with your other. The blade goes up, piercing through his intestines and into his lungs. He's a dead man, but not yet. As he gasps his last, you lean over and whisper into his ear. "Damn, I was really hoping to torture the kid after this. Guess I'll have to settle for the rest of the family." He whispers. "N-no..." and you silence him with an open fist. SMACK. Now you stand over three corpses and you've never felt more alive.

>+5 XP, 17/20 XP
>+1 bonus XP, 18/20 XP
>18/20 XP needed reach Level 3

You feel the fire in you rises. You look and see the old man is trying to fight Groshnak. You also see several of the others trying to run or panicking.

What to do you want to do?

>Hunt down someone fleeing (older woman, younger boy)
>Run and surprise attack the older man to help Groshnak
>Pick an action and Perspective Swap to Groshnak (to fight the old man, otherwise I'll speed things up and roll myself)
>Loot one of the buildings before it's burned too hotly (the house or the storeroom? Both are safe for 1 turn, the storeroom for 2 or longer)
>>
>>5080051
>Run and surprise attack the older man to help Groshnak

Then we'll have Groshnak round up the runners with his superior orc eyes and senses.
>>
Rolled 11 (1d20)

>>5080051
Lets sneak attack the old man. I want that longsword.
>>
Here's the statblock for the old man.
>Old Man
>12/12 HP
>10 Dodge, 0 Toughness
>+1 combat skill, +2 from Grudge (Orcs)
>wielding a Longsword (1d6), no shield

There'll be 3 turns between him and Groshnak >>5079846 before you get there, 1 turn to reach, 1 turn for the beam, 1 turn of straight melee. I'll roll for that now, using a dice generator because there's no reason to flood the thread with my posts for a non-perspective fight. I'll post the rolls afterward
>>
>Turn #1
>old man runs to Groshnak
>Groshnak throws crude wooden javelin, rolls 4
>misses the old man
>Turn #2
>old man runs to Groshnak
>Groshnak drops the crude wooden javelins and swings the beam blade, rolls 1, fumbles and wastes turn
>Turn #3
>old man reaches Groshnak
>both roll to see who goes first, applying combat skill, old man rolls 7+1, Groshnak rolls 8
>Groshnak's natural roll is higher so he goes first
>Groshnak swings the beam blade, rolls 12, hits for 3+4 damage(!)
>old man is hit for 7 damage, 5/12 HP left, must roll to save or stun against 12 (he's experienced and has a Grudge)
>old man rolls 14
>old man saves
>old man swings sword to strike Groshnak, rolls 10+1, hits, rolls 5+3(!)
>-2 from Toughness, Groshnak takes 6 damage, 13/26 HP left
>Turn #4
>You show up
>>
>>5080074
What a clusterfuck. Both hit only one time and rolled near max damage. There's a lot of mutual spite there.
>>
Rolled 6 (1d20)

>>5080077
What a clusterfuck.
>>
Rolled 2 + 1 (1d4 + 1)

>>5080074
Did Groshnak win his cowardice save then?
>>5080059
Damage for this
>>
>>5080056
>>5080059
You run to where the old man is dueling your friend, the first genuine friend you've ever had, and you see them each strike each other! First, Groshnak swings the beam blade with bone-shattering force, slamming into the old man's shoulder and chipping the edge, but where most men would've stumbled and lost their momentum, the old man doesn't flinch and makes an expert slash against the orc! You watch as he slashes deep into Groshnak's chest and only a last second swivel of his feet keeps it from being any worse.

This fills you with a black and violent hate.

The old man balances himself, full of triumphant zeal, and doesn't even know you're there.

>Surprise Attack or Crotch Grab? Remember his Dodge is halved, and the Crotch Grab bonus Dodge applies to the Dodge after penalties
>>
>>5080088
Yes, I missed it in the greentext summary but he rolled a 17 to beat a save of 9. This old man is easily the most impressive combatant you've fought yet.
>>
>>5080059
>>5080084
>>5080088
I missed these rolls. We can take them or someone else can roll damage if they want to in a minute or maybe two, since anon already rolled a surprise attack to hit that got through the Dodge.
>>
>>5080091
He really is. Proud of our orcbro too.
>>
Rolled 10 (1d20)

>>5080090
>Crotch Grab

Only reasonable attack.
>>
Rolled 9 (1d10)

>>5080090
I'll roll for damage then.
>>
>>5080084
>>5080088
>since both would've gotten through, I'll take anon's roll to hit and anon's roll for damage
>Old Man has been hit for 3 damage!
>2/12 HP left!

You creep up and are so angry you swing to sever his head! Damn him, the old man's instincts are keen even at his age and he spins, bringing his arm to block the blow from striking his neck! It lacerates straight to the bone and you pull it out with a scowl. The old man turns to defend himself from Groshnak but realizes too late that he's pinned between you both.

>Groshnak's turn
>roll 1d20 to hit
>roll 1d3+4 for damage
>>
Rolled 14 + 1 (1d20 + 1)

>>5080100
>>
>>5080096
>>5080098
Missed this post but it wouldn't have hit through his Dodge, we can retroactively go for it

>>5080106
>whew
>>
>>5080109
If you would all prefer to, that is. Not much reason to though.

Need a 1d3+4.
>>
>>5080109
Will retroactively doing this finish this?
>>
Rolled 2 + 4 (1d3 + 4)

>>5080110
If we can, do it. If not, here's a roll.
>>
>>5080111
No, actually it wouldn't make any difference.

>>5080113
Thaaat's a kill.
>>
Rolled 10 (1d20)

>>5080106
>>5080113
>Old Man is hit for 6 damage!
>Old Man has -4/12 HP left!
>Old Man has been slain!

You growl at the old man and stumble back quickly when you see the heavy beam in motion again. To his credit, he sees and attempts to dodge, but his arthritic form is simply too slow and the wood comes crashing against the side of his head, full-force.

CRUNCH.

>+12 XP spread across the party
>Groshnak: +9 XP because he did most of the fighting, 25/30 XP needed to reach Level 3
>Melvin: +3 XP because he was there when it counted, 21/20 XP needed to reach Level 3

You see the side of the old man's face cave in and he collapses, onto his knees, bleeding and delirious. Even if he lives, he'll be blind and crippled on that side of his face. You shove his limp form to the side as he wheezes, trembling, and tear the longsword from his hands. It is a magnificent blade, well-balanced and razor-sharp. Groshnak looks down at your face and goes from winding up for a killing blow to a simple, frustrated grunt. "MEVLIN... ZULSH UTH ZOKAR." You think that last word means "good" but you aren't sure, and the "UTH" is new to you. The tone was approving, if nothing else. He's smiling how he does, too. You hold the longsword and he looks at it, then very awkwardly shakes his head. He hefts the beam. It seems he prefers something with more weight to it, or perhaps, to keep his distance. You look back at the old man and smirk.

Some rags come out of your bag and make a makeshift rope for his hands.

The old man has been bound and is no longer a threat.

There are four, five, notable noncombatants still running around. You'll need to take care of them before you can celebrate. The older woman with the baby, the old man's wife you suspect, has run toward the road, the younger boy has run to the grass, and the young girl is trying to shake the unconscious woman, likely her mother or much older sister, awake. Both of the buildings are in roaring flames. Here you've come and ruined an entire family's livelihood. For no other reason than that it felt good. You're grinning right next to Groshnak.

How do you want to take care of the situation? You doubt the old woman could outrun you, but Groshnak's nose would be helpful in the off event she did. Likewise with the young boy, who might return for vengeance or keep running. Possibly to that town they mentioned. There's the girl and the woman as well, but they're no an immediate concern.
>>
>>5080133
Meant to say,
>Old Man has been defeated
He's still alive. He just wishes he wasn't.
>>
>>5080133
Groshnak, take care of the old woman. We'll deal with the boy.
>>
>>5080133
Tie the girl and unconscious woman up and get Groshnak to start hunting our runaways per: >>5080142
>>
>>5080146
+1
>>
>>5080142
>>5080146
>>5080161
You grunt to Groshnak and point to the girl and woman. You pull out another set of rags. The orc catches on quickly, and you're close enough that you can chase down and overpower the child without any difficulty. The woman is tied easily and both dropped down. This close you can get a clear view of the woman who fainted at the sight of the orc. She is a very ugly woman and that's being charitable. You've seen worse but not by much. (Rolled a 3 on d10) Her nose is piglike, her face crumpled, just dreadful. Bah, nothing to be done.

You point to the direction of where the old woman fled and don't even need to speak to Groshnak. He knows. He also takes a handful of rags out of your hands without asking permission, you're about to complain but then you realize he's using them to stanch the blood flow of his wound. You realize you have two shallow cuts, one on the upper right cheek and one on the lower left torso. Neither are bleeding badly and you aren't too worried right now. You start to run in the direction of the boy while Groshnak takes off at a dead sprint. You're confident he can manage.

>roll 8 or higher on 1d20+6 for Groshnak to catch the older woman
>roll 12 or higher on 1d20+2 for you to catch the fleeing boy

Groshnak's nose helps him massively. Other than that, your physical fitness gives you both a very noticeable advantage but both of your quarry are quite desperate.
>>
Rolled 1 + 6 (1d20 + 6)

>>5080166
>>
>>5080171
... Yep. That's enough dice for tonight.
>>
Rolled 10 + 2 (1d20 + 2)

>>5080166
>>
>>5080171
>>5080201
Don't worry, we got both.
>>
>>5080166
Well, I say that we should probably take turns on the old woman in front of the old man, if she isn't too ugly. Have the orc take the ugly one, then give the runner a chance at his mother. We'll take the girl.

That's all that I'm feeling for this encounter, we steal what loot they have, move on. Maybe take some slaves with us to be our packmules.
>>
>>5080171
Oh. Well, we can have Groshnak continue searching for the old broad while we begin the fun. She's carrying a baby after all, those things are quite loud, especially with all the excitement going on.
>>
>>5080171
>>5080201
You run after the boy and to his credit, he gets very far in the wilderness. You almost lose him several times but in between spotting the flash of his skin in the dark or hearing the rustling of grass as he scrambles, you’re never too far. Eventually you catch him. He doesn’t even try to fight, he just wants to run, the coward. You knock him upside the head and tie his hands. You drag him back to the homestead, looking forward to seeing what Groshnak has caught. You see the orc is emptyhanded. A pit of dread bottoms out your stomach. “AAAAAAAGH.” You ask him, frustrated. “GRRRAAAGH. WHERE IS SHE?!?” He shakes his hands in the air and gnashes his teeth. “RAAAAAAAAAAGH!” You back off, agitating an orc is rarely wise. So she got away. Her and the baby. They can’t have gotten far on the road. You need to make a choice, immediately.

>Drop everything to hunt the old woman. The homestead will be here when you get back. Probably by morning. (Difficulty of 16, two separate rolls from Groshnak +6 and you +2 to pass)
>Let her run, who cares if she makes it to that town of theirs? You’ll just go around. She never got a clear look at you either, did she now.
>>
Rolled 20 (1d20)

>>5080233
>Drop everything to hunt the old woman. The homestead will be here when you get back. Probably by morning. (Difficulty of 16, two separate rolls from Groshnak +6 and you +2 to pass)

I want that revenge lads.
>>
>>5080236
Did she just come back? Holy shit, maybe she's a psycho and gets off on this sick shit. Either way, just send Groshnak off and begin with our fun.
>>
>>5080233
Still here QM?
>>
>>5080243
About to go to sleep. Have some stuff I've got to do tomorrow, too, but not as much as yesterday and I don't have work. Very curious to see what choices you make for your next Level.
>>
>>5080245
Damn. Want me to roll or would you rather grab some Zzz? If you're feeling up for it, we can leave the level up vote up for tonight and have it take effect whenever we get to Level 3.
>>
>>5080233
>>Drop everything to hunt the old woman. The homestead will be here when you get back. Probably by morning. (Difficulty of 16, two separate rolls from Groshnak +6 and you +2 to pass)


>>5080245
Probably toughness or dodge.
leg sweep is also pretty good for combat, that or shoulder throw for charging.
For skills sneaking maybe for kill some people in the shadows so we have less people to fight, when we charge them. Otherwise the other ones are nice
>>
Rolled 20 (1d20)

>>5080233
>>
>>5080252
Holy shit, she really did come back to enjoy the suffering.
>>
Rolled 20 + 6 (1d20 + 6)

>>5080233
>Drop everything to hunt the old woman. The homestead will be here when you get back. Probably by morning. (Difficulty of 16, two separate rolls from Groshnak +6 and you +2 to pass)
>>
>>5080258
>3 nat 20s

Holy shit, I'm actually in love. We're keeping the broad and the baby.
>>
>>5080259
>Finally get some luck
>It's when the threads about to hit bump limit
Dark gods you a sick sense of dark humor
>>
...man this combat is far too complicated. Maybe consider using less rolls, OP.
>>
>>5080259
I'm telling you, the old broad and baby are something special. We're talking them with us.

>>5080278
Nah, it's just DnD inspired mate.
>>
File: 1639126979970.jpg (147 KB, 500x597)
147 KB
147 KB JPG
>>5080282
>Nah, it's just DnD inspired mate.
Says the one who was openly whining about it being retarded, quest being a bad joke and wanting to leave.
>>
>>5080289
Yes, because I am a man of taste. I love me my 40k dice system, but that's clearly autistic for this setting. Anti-paladin evokes an image of fighting the equivalent of demonic beasts, but this time for the forces of evil against the good. We barely managed to defeat a pregnant woman, two cripples and a kid, and some of that was with the element of surprise. Failed Brigand Quest feels more apted a name, and that only because anons retardedly voted for the least powerful character and then fucked off without having to really deal with their choices. I wasn't expecting to face angels right off the bat, but struggling against kids and pregnant women? Fucking hell mate.
>>
>>5080236
>>5080252
>>5080258
>TRIPLE CRITICAL SUCCESS!
>THE BLACK STARS HAVE ALIGNED!
>The ignoble gods howl in jealousy!

You grab Groshnak by the arm and shout, you don't use any words but the meaning is clear. You're finding that old woman and the baby and when you do, well, you'll figure something out. The orc grunts and runs back to the road. You follow and sprint after him. Between the two of you the trail seems to shorten and the journey quicken until you're running leagues with every footstep and have never known anything but to race the lightning and hear the thunder in the clouds. Your heart is beating faster and harder than a thousand drums and your soul feels small, like a gnat in the fist of a giant. Finally, you see them, the old woman and her baby. She's fallen on a broken leg and weeps. Groshnak stands back as you approach them both. You feel your movements are not your own, you can no more stop them than carry the sky, but you still revel in it as you chant nameless tongues, shiver in ecstasy, rip the infant from her hands, draw the knife from your belt, and ritually disembowel it in a single, smooth motion. You drop the knife, bloody. You drop the baby, dead. The stars in the sky are red, focused to a singular point across the whole of the cosmos. Two steps forward. You break the tension and step into the light that should not be, a mere instant before it ceases, and the power of fate, always fickle, always enigmatic, has in this moment bent over backwards like a cheap two copper whore. Holy fuck. Triple 20s.
>>
>>5080303
What did the stars grant you?

>The Blade: The stars glinted at the exact interstice of dread and ruin, so that the most vile of weapons, loathed by men and feared by the gods, shattered, forsaken, and stripped of its name in a time before time has, through the mad whimsy of cthonic powers fallen into your hands, remade anew with an all-consuming malice. This is no mere sword, any more than the Necromicon is a mere tome. It is abomination, it is anathema, it is absolute annihilation unto each and every aspect of holy, noble, and ordered creation. So dark, so evil, so corrupt is this sword that the soul of everyone to be slain by it, be they sinner or saint, is eternally damned unless they should be saved by the noble gods themselves. Though it is at a fraction of its true power, fear not, for it remains a force to be reckoned with, an excalibur of evil, and of the world's evil men, it has chosen you and you alone to be its wielder and will grow as you do.
>The Authority: The stars have left their mark, indelibly staining your soul with the blackest of ink. This is a subtle power but it has descended you, for no evil of this magnitude can ascend, unto the lowest halls of malefic blood. You are no noble of the flesh, you are royalty of the soul, submitted unto by evil in and of yourself. This radiates from you, fills your tongue and shrouds your clothes. Though you look and speak no differently, and indeed the corruption in your soul is not deepened by this alone, the malign presence is undeniable. In summation, where once you were mocked, you will now be run from, where once monsters sought to feast on your body, you will now be fed, and where once demon lords, ignoble gods, and ancient horrors would've condemned you, you will now be spoken to with respect. This is mere leverage but wielded well, can topple mountains.
>The Patron: The stars themselves have done nothing but their twinkle has caught the attention of another, who has looked you inside and out, and has decided that you are now retroactively their favourite mortal, past, present, and future. No ignoble god, this is an entity far older, far darker than these pretenders to its title. Trapped away, shackled outside of existence, it yearns to hold you and delight in your presence and give you everything your monstrous heart desires but for now can do no more than watch, visit your dreams, and shower you in gifts. Strange. Terrible. Powerful gifts. It wants nothing more than for you to enjoy them. Your soul has been bound to this entity for eternity, not by no choice of your own, but because no other would dare contest the claim.

All of these are balanced. None will make you a BBEG on your own but they are quantifiably bullshit.
>>
>>5080236
>>5080252
>>5080258
I know I said I was going to sleep and I am, but this bullshit demanded a response.

>>5080278
How do you think it's complicated? It's just roll to hit, > Dodge, - Toughness, I don't know how a dice system could get simpler than that.

>>5080282
I've honestly never played D&D. At least 5e. I've read the rulebook though. It's meh, I don't get the hate but I don't get why it's not a niche part of the hobby.

>>5080289
>almonds

>>5080302
You didn't struggle with the pregnant woman or the kids, it just took you about half a minute to kill them and the boy you killed wasn't six, he was fifteen after a hard life of harder work on the farm. You still merc'd them both. Granted, they weren't the most glorious victories but you're only a regular, if extremely evil man. You'll get more competent as time passes.
>>
>>5080304
>The Patron
Or
>The Authority

I honestly, they're all good, but I figure becoming Dark Lord Sauron or being friends with Cthulhu seems the most interesting. This is the shit that comes to mind when thinking Anti-Paladin lads.
>>
>>5080304
>The Blade
>>
>>5080304
>The Authority
Being the Noble Lord of Evil who speaks lies that poison the minds of Men, walk in Living Shadow and command foul beasts to do his bidding sounds cool.
>>
>>5080304
>The Authority
>>
>>5080304
>The Authority: The stars have left their mark, indelibly staining your soul with the blackest of ink. This is a subtle power but it has descended you, for no evil of this magnitude can ascend, unto the lowest halls of malefic blood. You are no noble of the flesh, you are royalty of the soul, submitted unto by evil in and of yourself. This radiates from you, fills your tongue and shrouds your clothes. Though you look and speak no differently, and indeed the corruption in your soul is not deepened by this alone, the malign presence is undeniable. In summation, where once you were mocked, you will now be run from, where once monsters sought to feast on your body, you will now be fed, and where once demon lords, ignoble gods, and ancient horrors would've condemned you, you will now be spoken to with respect. This is mere leverage but wielded well, can topple mountains.


Onwards to evil. I like the amount of fear and respect this creates. Even the other two aren't bad.
Now though we can probably finish of the remaining people and do some dark deeds, even defile the corpses. That should give us more corruption. I am starting to consider the other skill options beside stealth when we reach level 3.
Forging while we will likely make bad equipment at first, is still equipment. A shoddy metal armor and helmet made from the farmer tools doesn t sound half bad, especially if we put it even with our gamberson or what remains of it.
>>
>>5080328
Stealth woyld go really well with The Authority I feel, maybe we will actually meld with the Shadows if we level our sneak high enough. Forging would be good if only for us being able to do rudimentary maintenance on our gear, at least I expect it too let us do that. We don't need to craft gear when we can just steal or pillage it.

>>5080289
>Says the one who was openly whining about it being retarded, quest being a bad joke and wanting to leave
He does this in every quest he participates in, if a single roll is bad he'll throw a tantrum about how [Current Plan] is a really bad idea and that he never should've agreed to this, everything is bad and awful and he'll never roll in this quest again and he's leaving after this final post. Just don't engage with him and you'll be fine.
>>
>>5080335
>Stealth woyld go really well with The Authority

No it wouldn't. Stealth is counterintuitive to Authority. One requires making your presence known, and the other undetectable. It's a simple contradiction of aims, the Blade goes better with stealth than Authority.

>He does this in every quest he participates in, if a single roll is bad he'll throw a tantrum about how [Current Plan] is a really bad idea and that he never should've agreed to this, everything is bad and awful and he'll never roll in this quest again and he's leaving after this final post.

I actually don't, but I find it amusing that you ascribe such a thing to me. My main point of contention was false advertising, because we weren't playing as an anti-paladin but a simple brigand that had trouble with the most basic tasks. The Trio Nat 20s changed that aspect quite dramatically. The supernatural element is what defines the line between paladin and fighter.
>>
>>5080335
I am mostly more for stealth for thin enemy ranks if there is a larger settlement or a group of soldiers to kill. Essentially avoiding that they have too many friends when we strike them with a surprise charge. Which is very useful.
Yeah i can see it as an use for maintenance if we need to. While i know that we can just go get it from loot, i am wondering if some sort of strange forging can be done like reusing the enemy weapons and maybe pouring the blood and corpses of our foes in a forge. Maybe it give us some corrupted equipment ? Mostly this is for trying around with different things, there are other skills that could be nice.
Preferably we should get stronger and richer before starting to have a larger group, mostly just for not be considered weak or poor by anyone (even if authority likely makes getting men/followers easier than before). While we travel, if we are able to understand more the orc maybe we can ask him to spar with us. Fighting an orc sound like a good training, for killing men or bigger things in the outlands. I recon with more battles he will not have the coward trait any longer.
>>
>>5080345
Your looking at this all wrong. Stealth and forging are personal skills that won't be useful in large battles or commanding large groups. Now, having a stealth paladin may be interesting, if only in the commando aspect it brings to the table, but there's a reason that paladin aren't stealthy or foragers, and it's because part of the appeal (the theme) is battling and tanking damage in the open, and inspiring your men in the name of your God. Becoming stealthy will come at the cost of combat ability and toughness, and I think forging isn't a useful skill unless we're playing as a loner ranger, as nothing interesting will be foraged in nature, and the foraging skill isn't compatible to looting corpses, as those also have counter aims.

You do you mate, I just think having a foraging, stealthy paladin isn't the best idea.
>>
>>5080355
I don t see us giving orders to anything large anytime soon, beside is only level 3 and we are currently running away from the kingdom to the outlands while killing anything in our path. Well we aren't anti paladin that s for sure. We aren't strict to a type of warfare either, just here we have scout an house and then come near the house at night set it on fire and then kill all of them (while having no problems giving orders to the orc), before we have fake to be a nice guy and then killed an entire family while nobody noticed a thing. We are very flexible, and an opportunist so stealth can be of use and can help us in getting more kills without combat. I don t see this making us a lesser leader of any kind, if anything is a thing others wouldn't expect and in case of betrayals or similar it give us an hand in getting out.
>Becoming stealthy will come at the cost of combat ability and toughness
How so ? Stealth is a skill, toughness/combat ability/dodge are on their own.
See the level up we had before when reaching level 2.
It s not foraging, is forging. I said to throw weapons in a forge alongside corpses of our fallen enemies for see if we can forge corrupted equipment, how is that foraging in nature ???
>>
>>5080364
I would argue that most of our actions before was based around not having a supernatural power flowing through us, and that we were acting like any other psycho with nothing strong up his sleave. I expect us to start being more direct and authoritative now rather than hiding behind deception.

The reason why I say that stealth would effect our ability to tank and deal damage is that stealth equipment doesn't have much use in heavy duty combat, and vise versa. It's a different mindset, paladins hit hard and get hit harder, commandos (closest interpretation I get from your idea) is very stealthy, fast, mobile. Two different combat philosophies, ya get me? That's not bad per see, I just don't see stealth as an optimal play style for our paladin.

Now, forging I can understand a bit more, but I think reforging weapons with the blood and corpses of our enemies (while thematic and I fully appreciate), I don't think it would improve the steel or make magical weapons unless we went with the Patron, who would offer us the ability to forge with blood and corpse and have the weapons turn out as we desire.

Pardon my mistake, I have dyslexia, so forging and foraging look so similar that I confused the definitions between the two.
>>
>>5080304
>The Patron
Probably defeats the point of our guy being not-a-knight Anti-Paladin, but I kind of like it. Authority seems like it'd end badly with our character's sperg outs thus-far and Blade'd probably fit our character the best but it's also the least popular option.
>>
>>5080304
>>The Authority
>>
>>5080304
>The Authority
>>
>>5080304
>The Authority
>>
>>5080517
I agree with ya, but people are craving authority. What can you do, ya know?
>>
>>5080341
Not that anon, but it started with the idea of a Antipaladin quest, but clearly people liked the Not a Knight option were it was clear we were just a prick with anger issues, retard-level of social skills and dangerous enough to use a sword.

In that moment you could have left the quest seeing it was a mudcore-esque lonely bandit quest, and you still want to kill people with just a single swing and be 2cool4u type of character. Like I get it, it's frustrating to not being capable of fighting a women and a child because of bad rolls, but al that tantrum with the fighting system and all it's just annoying. If you want your power fantasy with cool powers go and write a book, dude.
>>
>>5080317
>>5080322
>>5080325
>>5080328
>>5080633
>>5080654
>The Authority has been seized
>+10 XP, 31/20 to reach Level 2
You howl in agony as the light that should not be pierces your flesh and melts your bones, yet they are held in place and your soul writhes in torment. It is a pain beyond pain, a rejection of mercy in liquid fire, remaking your being in its totality. The suffering lasts an eternity of subjective time and there is no doubt, were you not already corrupted by atrocity you would have been undone. As is, you are annihilated and succumb, crumbling to your hands and your knees. Tears of blood pour from every orifice. It feels that you haven't eaten in months, you are famished, hungry for more, more! You seize and spasm, muttering, speaking, then screaming a discordant liturgy of unholy tongues known to no mortal man who retains his sanity. The manic trance is upon you, it bids your instincts to revel and dance, to take and take and despoil and delight in your power, and with a cataclysm effort of will, you reject them. You are slave to no compulsion that is not your own, you bow to no one and no thing, you are your own master and this world, you will conquer.

You rise to your feet. The pain is gone but the feeling remains. On your head lies a crown of darkness made material, which dissipates in the same moment you grasp it. All around you the grass has been scoured clean, as if burnt to ashes, and in its place lies an intricate maze of circles and glyphs you do not understand but instinctively know. There is no sign the infant was ever here. The front and face of the older woman was burned away, all that remains is a charred skeleton in cooked flesh. A grisly sight but a small price to pay. You look out and see that the lesser beast, you struggle a moment to recall its name, is prostrated, kissing the ground and trembling before your sight. This feels proper, somehow. A thought comes to your mind, that you are sharp like an edge, and fit to be a lord, the lord of edges, perhaps? You exit the circle and immediately collapse from exhaustion.

When you come to, you're in the middle of a field with a blanket thrown over you. Your head throbs from a monolithic hangover. You stand up and groan. You see the victims of your raid, the boy, the girl, her mother, you think, and the old man. You recall everything that happened. Ah, you love those kinds of dreams. Now you need to get the orc and- Groshnak is looking at you like you're the size of a giant. Holy shit. "...MEVLIN. MEVLIN UTH GODAR." You aren't fluent yet, not even close, but you have a loose idea of what he's saying. The unspoken dynamic has changed. He's looking at you in fear and awe, afraid to even sniff his nose. Nothing about you has changed, not even your charisma, but your raw, personal magnetism has been lifted to a level normally reserved for myth and the mightiest of monsters, man or beast. You wipe the sweat from your forehead. You hope you can live up to the hype.
>>
>>5080729
You're about to try to communicate with Groshnak when you reflect on yourself. The same feeling is there, the one you got after taking your revenge on Gilberd's wife. You've become stronger.

>You’ve reached Level 3!

>roll 1d10 for extra HP

>Choose two stat boosts:

>+1 Dodge
>+1 Toughness
>+1 Combat Skill

>You've mastered a dirty trick to use in combat instead of a regular attack. This happens every time you reach the next Level. It's second nature to one of your mind. Choose one: Ear Rip, Finger Snap, Eye Gouge, Gut Shot, Spine Snap, Ankle Stomp, Joint Break, Knee Kick, Leg Sweep, Shoulder Throw, Weapon Steal, Bite, Taunt, Spit, Pocket Sand

>You’ve reached Level 3, each 3rd Level, you learn a new combat trait:

>Sword Expert: Your constant use of the sword has reflected in your aptitude, it moves more readily in your hands and strikes with impressive force. You’ve become obsessed with its sharpness, its elegance, and wonder why you would ever use another weapon. (+2 to Combat Skill, only when using swords.)
>Grudge Against Man: You have been wronged beyond wrongs by your kind, again and again, and you have grown weary of the shackles their false law imposes on you. Enough! Against your fellow man, hatred consumes you and you fight with frenzied tenacity. (+2 to Combat Skill, only against your fellow humans.)
>Treacherous: You are convinced the best fight is one that never gives the enemy a chance, and you haven’t been proven wrong yet. You have a natural knack for getting into position with a weapon, and once there you can inflict terrible damage. (+4 to Stealth, any surprise attacks you manage do 1 extra dice of damage, a 1d4 to 2d4, a 1d6 to 2d6, etc.)
>Resilient: You are far sturdier than most, fueled by spite, you refuse to give your enemy the satisfaction of your death so easily and wounds that have been dealt worry you little. (+2 HP per Level, including previous Levels, +4 to resist disease and being stunned, +1d2 HP recovery per day instead of +1 HP.)
>Menacing: Your eyes glow with cruelty that most can’t comprehend and against the weight of your ferocity, even the brave find themselves in a state of fear. The cowardly find their will to fight ebb with every swing of your blade. (+4 to Intimidation, the first kill or stunning blow during combat triggers a morale check at 8 difficulty, the second at 9, the third at 10, etc. Each counts to the same difficulty.)
>>
>>5080734
>Choose 2 new perks, these can be stacked:

>You've mastered yourself further and can choose a bonus stat boost.
>You've mastered an extra dirty trick and can choose a bonus one from the list.
>You've learned the rudiments of a new thief's skill. Choose one to get +2 bonus to: Sneaking, Lockpicking, Pickpocketing, Torturing, Deception, Intimidation, Cooking, Woodcraft, Forging
>You've corrupted your soul even further. The evil in you has reached such a depth, it has tainted your psyche and lesser evils no longer amuse you as they did. If you focus, you are able to smell the degree of someone’s evil, or their lack of and opposition to it. (Due to your recent corruption, this is both free and mandatory)

>You may choose 1 new flaw to choose 1 more perk, this may be random for 2:

>Blasphemous, Prideful, Greedy, Lustful, Envious, Gluttonous, Wrathful, Slothful
>>
Rolled 9 (1d10)

>>5080734
>+1 Dodge
>Spine Snap
>Resilient
>Lockpicking and Corruption
>>
Rolled 10 (1d10)

>>5080734
+1 Toughness
+1 Combat Skill
Pocket Sand
Sword Expert:
>You've corrupted your soul even further. The evil in you has reached such a depth, it has tainted your psyche and lesser evils no longer amuse you as they did. If you focus, you are able to smell the degree of someone’s evil, or their lack of and opposition to it.
ou've learned the rudiments of a new thief's skill. Choose one to get +2 bonus to: Forging
>>
Rolled 3 (1d10)

>>5080734
>+1 Dodge
>+1 Combat Skill
>Eye Gouge or Spine Snap
>Treacherous
>>5080742
>Woodcraft
>Intimidation
Since the corruption is mandatory do I need to mention it?
>Wrathful flaw for the extra perk.

Choosing woodcraft because it seems like we're going to be out wandering in the wilds for a bit longer. Forging doesn't make sense if we can't stay in one place for long.
>>
>>5080743
>>5080745
Forgot to reflect the alignment of the stars, the corruption was automatic. For one time and one time only, the corruption of your soul was free and you still have 1 more perk to choose. Your actual physical power is completely unchanged, only the feeling you cause in people was effected. That's still huge. It could be good or bad depending on how you leverage it. Infiltrating regular humans like you have been will be much more difficult but pure stealth is mostly unaffected.

>>5080752
You don't need to mention it but you can if you like to.
>>
>>5080755
Oh. If it doesn't consume one of our perks, then let's skip the Wrathful flaw this time.
>>
>>5080755
>You've mastered an extra dirty trick and can choose a bonus one from the list. Spine Snap,
>>
>>5080734
>Grudge Against Man
>Joint Break

>>5080742
>Deception and Torturing
>Envious
and spend that extra point on
>Treacherous
>>
>>5080757
Right, apologies if I was unclear. Each of the flaws has a mechanical drawback but add some fluff, and none are innately dangerous to you, like Groshnak's Cowardice.

>>5080770
You only get 1 combat trait per 3 Levels because they're very powerful, the flaw only gives you an extra 1 perk.
>>
>>5080734
>+1 Dodge
>+1 Toughness
>Shoulder Throw
>Resilient

>>5080742
>Stealth
>Lockpicking

I like this. We can take alot of damage than before and we won't have to take so much care in our HP, and also daily recovery. If Shoulder Throw does what it think it does then if we infiltrate of try to fight with more than one enemy we can have a little of crowd control, and Stealth and Lockpicking because from know it will be even more difficult pass as a normal dude, and we can infiltrate in places and kill any bastard we need or want to.

Also, I say we better start and boost our charisma. If we're having a dangerous aura around ourselves, maybe is good to be persuasive and make people to want to get closer to us.
>>
Also, we should make that Groshnak's don't feel intimidated or fear us. He's an ally, he shared a donkey's leg with us and a nice dude in the time we've being together.
>>
>>5080734
>+1 Toughness
>Taunt
>Treacherous
>+1 torturing, +1 Intimidation
>lustful
>weapon steal
>>
>>5080775
Then Grudge Against Man and... Uh, Sneaking?

Also, realized I forgot stat boosts. +1 Combat, +1 Toughness
>>
>>5080734
>+2 Combat skill
>Taunt
>Menacing or Resilient
>+4 Deception
>+1 Combat Skill for Lustful

>>5080727
Not that dude, but this clearly is a power fantasy, not a grounded fantasy like Sellsword's Code Quest.
>>
>>5080784
Well yeah, but I mean that in the start it shouldn't be a surprise that we are kind of weak compared to the other options in terms of power.
>>
>>5080734
Stat
>+1 Dodge
>+1 Toughness

Dirty Trick
>Leg Sweep
>Shoulder Throw (extra)

Combat Trait
>Resilient

Thief Skill
>Stealth
>Deception

Wrathful
>>
>>5080752
Supporting
>>5080777
Also this, he will be the perfect right hand man and bodyguard for the dispicable bandit king we are about to become
>>
>>5080743
>>5080745
>>5080752
>>5080757
>>5080763
>>5080770
>>5080776
>>5080778
>>5080782
>>5080784
>>5080849
>>5080855
Your power has grown tremendously.

>Level 3 Evil Fighter (Scoundrel)
>You have 24/28 HP 11/40 XP to reach Level 4
>You have +2 to hit and a +2 to damage from martial skill
>You have a Dodge of 13, enemies need to roll 13 or higher to hit. Each time you're hit in 1 turn Dodge drops by 1d4 and resets at the start of each turn.
>You have Toughness of 1, enemies do -1 damage when hit, applied after damage reduction from armor.
>You have 1 sign of corruption:
>The Authority: After the black stars aligned and you were caught in their light that should not be, you've been given a claim to the informal ranks of unholy royalty. All that you have to do now is claim your throne and hold it. The personal magnetism that surrounds you is superhuman and fundamentally evil. This does not directly effect your charisma and related skills but radically changes the effect they and you have on others.
>You have 1 combat trait: Treacherous
>Treacherous: +4 to Stealth, any surprise attacks you manage do 1 extra dice of damage, 1d4 to 2d4, 1d6 to 2d6, etc.
>You have 3 abilities: Crotch Grab, Spine Snap, Detect Evil
>Crotch Grab: In combat, you can spend 1 attack to attempt a Crotch Grab, rolling to attack with bonus from combat skill against a male enemy who receives a +8 Dodge bonus. This bonus is halved if the enemy is grappled or has been hit during that turn. If the attempt is successful, the target takes an immediate 1d10 damage per Level and is stunned for 2d4 turns if they can't pass a difficulty roll of 16+damage total, applying Toughness bonus. If they survive, 1 in 6 odds they aren't permanently gelded. If a Crotch Grab is attempted and failed, next turn Dodge has a -4 penalty from overextending.
>>
>>5080928
>Spine Snap: In combat, you can spend 1 attack to attempt a Spine Snap, rolling to attack with bonus from combat skill against an enemy, as standard. If you are successful, you grapple the enemy, immobilizing them, prone with your knee against their back, and forcing them to either attack you, attempt to break free, or skip their turn. If they attack, they roll against a +4 Dodge bonus applied to you from the size of their weapon at point-blank range, if the enemy is using a short weapon or are unarmed this Dodge bonus is instead a penalty. If they attempt to break free, you must roll against each other again, them breaking free on a success or remaining pinned on a failure. The first turn they're pinned, the enemy takes 1d4 damage, the damage size growing each turn, to 1d6, 1d8, etc, applying bonuses. If the enemy is unable to break free, if they suffer 12 HP or half of their HP in damage, whichever is first, their spine is snapped, immediately dropping them to 1 HP, halving their max HP, stunning them for 1d20+10 turns if they can't pass a difficult roll of 20, applying toughness bonuses, and permanently crippling them from the waist down.
>Detect Evil: At will, you can focus and sniff deeply, to detect the rough degree of someone's level of evil, their lack of evil, or their opposition to it, good. Most people are neutral and have scents so faint you can't assign them to one or the other. Adventurers and eccentrics trend to moral extremes. Even if you aren't focusing, paladins reek of holiness and are immediately recognizable. Your aura is likely also immediately recognizable. Far more than most, even.
>You have 2 skills: 2+4 Stealth, 2 Intimidation
>You have Expertise in Stealth, allowing you to take the best of two d20 on a Stealth attempt, though crits take precedent.
>You have no flaw, yet.
>>
>>5080929
Compared to before, you feel a bit sturdier, a bit quicker on your feet, but the largest change is your impulse for violence. You feel quieter, somehow, with an urge to catch your enemies off-guard before they can defend themselves, and sense that your knack for backstabbing has turned into a real talent. This seems like a massive change from who you were only roughly a week ago, when you were mocked by that minstrel on the kingdom's road. For the first time, you wonder if the growth of your power is natural and if you aren't channeling some abominable power yourself. A choir of mad and faceless voices, bickering and shouting in your subconscious? Surely not. Groshnak seems to think you're powerful. In fact, he's almost struggling not to kneel again. The conscious prisoners are terrified and none dare to look at you, but you're more worried about your friend. He really came through for you during the hit on this homestead.

What should you do?

>Convince him nothing has changed. You're still friends.
>Get him to think that he's your first and favorite minion.
>Embrace his hero-worship, it's about time you were recognized.
>Let him think what he wants to think, you won't force him.

Now you have to decide what to do with the prisoners. There's the young boy and girl, the maimed old man, and the very ugly woman. You know that she can't help it but she's still painful to look at. Not as bad as a pox victim, just, bad. You could kill them quickly or slowly, mutilate their corpses on the side of the road or bury or burn them, or celebrate like you were planning to. Or how you were, before The Authority fell into your lap and the buildup and backlash killed two of your victims. Hell, you even realize you could take some or all of them with you, if you could keep them under control. The choice is your own.
>>
>>5080931
>Get him to think that he's your first and favorite minion. it's the truth
>>
I took the majority vote in each option for the Level, some of them were very close. Your combat skill hasn't directly increased but your Stealth is now very powerful and that is directly related to your eaw lethality. I'm surprised so many wanted Treacherous and so few Sword Expert or Grudge (Man). It's likely to get plenty of use.
>>
>>5080931
>Get him to think that he's your first and favorite minion.

This seems like the best option, and is pretty in character
>>
>>5080931
Give the old woman to Groshnak to do whatever he wants with her. Have the old man watch.
Start mutilating the young boy and girl and stick their bodies up on a pike like you would a scarecrow when their dread. Do the same thing to the older couple when the orc is done with them.
>>5080937
I still see our character as being very easy to anger and going on murder sprees for the slightest of insults, just now he can pretend to be their friend for weeks or even months before finally killing them and their family.
>>
>>5080931
>>Let him think what he wants to think, you won't force him.
Nudge him in the shoulder and tell him well done. As far as the family goes... "Convince me to let you live" and see what they have to say for themselves.

>>5080942
We fried the old woman, the ugly woman is the middle aged one and the younger one is like 12.
>>
>>5080943
Ah right I misread. Does the ugly woman have any relation to the old man? If not just kill him with the young ones while Groshnak has his way with the sow.
>>
>>5080947
Daughter or daughter in law; don't think it's been mentioned yet.
>>
>>5080943
+1 to telling the family to convince us to let them live still going to kill them though no matter what
>>
>>5080955
They'd have to be very, very convincing and even then... it's not like we promised them that we'd leave whole or able to tell the tale.
>>
>>5080958
maybe if their convincing enough, we won't kill them before making them into scarecrows giving them the opportunity to watch themselves slowly die and humiliated instead
>>
>>5080931
>Get him to think that he's your first and favorite minion.
>Embrace his hero-worship, it's about time you were recognized.

Just rape and brutalize the family, nothing fancy. If we have some heavy shit to carry, keep some of them as pack mules.
>>
>>5080931
>Get him to think that he's your first and favorite minion.
>Embrace his hero-worship, it's about time you were recognized.

I've got an idea. Use Detect Evil, find the eviliest of the bunch, separate them from the rest. Then begin the rapes and torture, and have the Black Sheep participate in these atrocities against their family. After, piss on them, and ask the Sheep who they would like to live, and make the Sheep kill the rest. I think that'll make this mildly amusing.

If we can't find one decidedly evil, pick one of the young ones instead.
>>
>>5080931
>Get him to think that he's your first and favorite minion.
>enslave the people.
>>
>>5080931
>>Embrace his hero-worship, it's about time you were recognized.


Loot anything useful, then do our dark deeds and afterwards kill them and leave them a mess. Afterwards just go out of here
>>
Rolled 17, 11, 8, 16 = 52 (4d20)

>>5080936
>>5080940
>>5080943
>>5080955
>>5080987
>>5081031
>>5081116
Acting you would not have dared only yesterday, you lay your hand on Groshnak’s chin and gently nudge it to look at you in the eye, not at the ground. He looks terrified, like a commoner at an ancient vampire, but that’s not what you want. You look at him with an expression of gratitude, and grunt softly. “Melvin… No, uth gothar. Melvin uth gothar un man. No, un Groshnak. Groshnak… Melvin.” You take his hand, press it onto your chest, and then onto his. He snorts quietly. “Melvin… Groshnak.” You tap your head, point at his skull, and thump your chest. The orc watches intently as you look back to the prisoners and wave your hand over them. “Dirt.” You know he knows that word, you taught it to him. Some of the tension leave his shoulders and he looks at you in deep contemplation. You think you got the meaning across.

You turn back to your victims and smile.

“Tell me why you deserve to live.”
>>
Rolled 7, 11 + 4 = 22 (2d12 + 4)

>>
Rolled 26 (1d100)

>>5081222
>>5081235
>https://ghostbin.com/xDvOl

>+4 bonus scumbag XP, 15/40 XP to reach Level 4

You make a snap decision on the boy. He is not unique, there are many like him, but he is the first you've horrified like this. More than that, he might have some potential waiting to be brought out. Of course, there is a risk.

>Take him with you.
>Kill him on the spot.

You loot the ruins of the property as much as you can. There's only enough flour to keep you fed for 5 more days, courtesy of the first boy to run and to a smaller part, the girl's efforts. Groshnak has enough meat to keep him fed for much longer. Lastly, there's the obvious question.

>Burn the evidence.
>Leave it to stoke fear.

When that's done, you hit the road.

>roll 1d100 to travel, 7 food left
>>
Rolled 47 (1d100)

>>5081260
>Take him with you.
>Leave it to stoke fear.

Let's gooooo!
>>
Rolled 97 (1d100)

>>5081260
Let's take him with us for now, we've demonstrated we can hunt him down in his own backyard--where he knows the lay of the land--and we can always kill him later. For now he'll make a good packmule. We'll give him a new name after he's proven himself, until then he doesn't get one.

Maybe we can test him by cutting out his tongue at the end of the day and seeing whether or not he survives the experience.

If the houses are still smoldering and we can get a fire going without dipping into our supplies/spending too much time on it throw the bodies in the field and set it ablaze. Otherwise don't bother; we've been here long enough.
>>
>>5081264
+1
>>
>>5081264
>>5081329
You decide to leave the boy alive. He's made to carry most of the flour his family worked to make. He looks grateful to be alive, traumatized by what he's seen and horrified at the sight of you. That's a start. Perhaps he'll be a more useful minion one day. He's kept bound and gagged in lieu of taking a watch with you and Groshnak. The orc seems to want to stay awake all night for you but when you apply the slightest pressure to insist on taking a watch, he backs down immediately. You could get used to this.

>You've healed 1 HP, 25/28 HP left

The next morning is uneventful. You walk down the road for several hours, grateful for a lack of traffic, and try to teach the orc more of your language. Groshnak is somewhat unresponsive. He's probably still coming to terms with... whatever it was that happened earlier. From an instinctive, abstract standpoint you understand exactly what happened but from an intellectual, rational standpoint you have no idea how to put what happened into actual words and aren't sure if you ever will. Later, before you go to sleep you watch the boy, you don't know his name, and think that he hasn't eaten breakfast. Might be too scared to ask.

>Give him a full share of food
>Give him a half share of food
>Let him starve until he asks

You know the town the farmers mentioned is one day ahead on the road. You're likelier to run into people here. Farm fields at the very least.

What should you do?

>Tell Groshnak to wait with the boy in a hidden spot near the road. You'll go search the town and see if there are any opportunities to be had.
>Take Groshnak and the boy and travel a long route around the town. You don't think you'll get lost with an easy landmark, that being the road.
>Tie the boy up to a tree somewhere with the rope weighted down by a rock. You and Groshnak are going to try and have some fun near the town.
>>
>>5081359
>Give him a full share of food

Hey, we treat our minions well!

>Tell Groshnak to wait with the boy in a hidden spot near the road. You'll go search the town and see if there are any opportunities to be had.

Scouting is a go!!!
>>
>>5081359
>Give him a half share of food

Give him something to work towards

>Tell Groshnak to wait with the boy in a hidden spot near the road. You'll go search the town and see if there are any opportunities to be had.

As always, knowing before we fuck around is important
>>
>>5081359
>Give him a half share of food
>Take Groshnak and the boy and travel a long route around the town. You don't think you'll get lost with an easy landmark, that being the road.
Tell the boy that--or just stare at him until he seems to understand--if he yells or cries for help his death will be a slow one. We can eye the town from the distance to have some idea of numbers/opportunities, but I'd rather we be on the other side of it before we think about having any fun.
>>
>>5081359
>Give him less than half a share of the food, but still give it to him before he asks
While he may be our minion, he has not proved himself yet, and he does not deserve the same respect we give to Groshnak.
>Tell Groshnak to wait with the boy in a hidden spot near the road. You'll go search the town and see if there are any opportunities to be had.
>>
Rolled 20, 9 = 29 (2d20)

>>5081372
>>5081396
>>5081398
>>5081432
You give the boy half a share of food. His reluctance to consume it and frantic desperation to when you glare at him confirms he's still recovering from the shock of having his entire family massacred in front of him. He may recover, he may not. You'll have to wait and see.

Groshnak waits in the dip of a few small hills off the side of the road, holding the boy's bindings by an improvised rope. You'll be damned if you let a runaway get a patrol on you this close to civilization. The instructions are clear for Groshnak. Don't kill the boy. Don't be seen. Anything else is his own to decide. In the meantime, you slip out from the hiding spot and get closer to the town. You see massive farm fields with numerous workers and a few larger buildings in the distance. Excellent.

Waiting until nightfall to search is a bit of a no-brainer.

>roll 8, 12, 16 or higher on 1d20+6 to get good information
>You have expertise in Stealth so you can take the best of two rolls.
>>
Rolled 20 + 6 (1d20 + 6)

>>5081527
>>
Rolled 13 + 6 (1d20 + 6)

>>5081527
>>
Rolled 68 (1d100)

>>
nice
>>
>>5081540
>>5081541
>20+6 vs 16
>CRITICAL SUCCESS
You sneak in through the farm fields without any issue. It appears they have a healthy crop coming in, unlike the homestead you scoured. Most of it hasn’t been harvested yet but you’re sure it will be within this month or the next. That’s the way it is with farming. Agh, how you wish you weren’t so familiar with the process. You advance unseen into the outskirts of the town proper, where the fields give way to buildings and signs of civilization, cobblestones, a public well, and the occasional wooden sign. You ignore most of these, keeping your eye out for any chance to seize something of worth.

There are some places of interest on the immediate edges here, houses, small and vulnerable, a pair of water wells and a couple of men milling around one. You can overhear their conversation from afar. Neither can see you, hunched over and sneaking like you are. They’re excited that it’s harvesting season. Damn it all. You half want to throw a corpse down one of those wells and see how they feel about it then. You get into the town proper, clinging to the side of the road, and not a soul seems to be stirring. You notice something worth consideration. A handful of men are patrolling the town on a lazy circuit, wearing the intact gambeson and holding the sturdy bucklers of the proper soldiery, careful not to carry torches so as to preserve their night vision. If only they were paying attention. You estimate there couldn’t be any more than three out, and three more back at the watch tower in the center of the town, waiting to be swapped out as the current shifts end. This was the way of doing things back when you were in the army. You doubt it would’ve changed in only a month.

You memorize their route after a few minutes of watching and plan around it. You’re able to explore the town at your leisure. You discover that there are two roads, one leading north in a curving arc, one continuing west in the same straight direction you’ve gone. The northern road is clearly the more worn of the two. You see that there are two taverns, each of roughly equivalent middling-to-fine quality and while there is only one temple, it is rather large and boasts stained glass windows of the noble gods. Only the watch tower you spied earlier is taller, by a slim margin, and it’s far less wide. The temple might double as a granary to explain its diameter, some of the noble gods find it pleasing, or so the priests claim. More interesting than either is the field that’s been cleared near the entry point of the northern road, several stalls of various worth are setup and you see a stable nearby. Looking at the town as you’ve seen it so far, you estimate there are 300 or more living here.
>>
>>5081846
Perhaps there’s some means of- “OI! Stop right there n’ give me yo-“ You turn and put your hand on the handle of your longsword. A man with a keen dagger and shaven head is standing there. He’s wearing a bandanna over his mouth and noise. It looks like he meant to rob you, but the moment he saw your face he lost any kind of nerve he might’ve had. The blade in his hand is shaking so much you could use it to stir batter. You stare into his eyes. They are afraid. “My what?” He starts to stammer. “yo-… your… m-m-mercy! PL-PLEASE.” The would-be thief drops the dagger to the stone and staggers like you’ve dealt him a blow but is too terrified to run. You draw your longsword and press it to his neck. He falls to his knees, breathing in and out at a rapid pace. Sweat pours down his forehead and he doesn’t seem to know if he should clasp his spastic hands together or use them to dig his own grave. You take a sniff of the air. His soul is barely tarnished. This is a two-bit crook with barely any blood to his name.

He may yet be of use. What should be done?

>He’ll be giving you his coin-purse.
>He’ll tell you everything you want to know.
>He’ll take you to his home.
>He’ll be coming with you.
>He’ll die here, on his knees.
>>
>>5081848
>He’ll be giving you his coin-purse.
>He’ll tell you everything you want to know.
He better give us both if he wants to escape with his live or atleast with a quick and painless death.

We wan't to know everything he knows about this area. How many men and women there are, where the valuables are etc.
Right now we really could use some better and more fitting armour and Groshnak could use a better weapon.
>>
>>5081848
>>5081852
+2 and let the failure go, he's not worth our blade
>>
>>5081852
support
>>
>>5081848
>>5081852 +3
>>
>>5081848
>He’ll be giving you his coin-purse.
>He’ll tell you everything you want to know.
>He’ll take you to his home.

Might as well grab a bite to eat. Hell, maybe he even has a family play with.
>>
>>5081848
>He’ll be giving you his coin-purse.
>He’ll tell you everything you want to know.
>He’ll take you to his home

Thank you for the hospitality. Also free dagger grab it. Better have always one on us. We have 3 weapons now. Not bad.
>>
>>5081852
>>5081871
>>5081919
>>5081953
>>5081958
>>5081968
"It will not be free. Give me your coin-purse." He breathlessly takes it from his belt and hands it up to you. His hand can barely hold it from the shaking. You snatch it and find it's somewhat heavy. From the look on your face he can tell you still aren't satisfied. "Wh-what else?" You glare. "Give me your secrets. What do you know? About this town, about this place?" He's closed his eyes but knows better than to ask the noble gods to save him. "I-I'm not from here b-but I-" Your blade cuts the neck very slightly, a red trickle goes down his shoulder and his eyes widen. "...b-but I'll tell ye everything I know! Please, please just-"

You kick him in the stomach and he stops panicking. "Speak." The man nods, desperate for your approval. "This is Dalhurst, a trading post for merchants on their way to the outlands. Not many people go down the kingdom road. Too long a stretch without a town but the northern road's good. Lot of fabric from the foreigners go through there. Lots of people here, a few hundred, there's a tower with six soldiers that go on patrol n'-" You spit on his face and kick him again. "Tell me something I don't know." The crook has tears of horror in his eyes. "Alright, alright! Uh... one of them tavern's is a front for a seedy brothel, the guard captain takes bribes 'cause he's noble and can get away with it, and a couple of odd strangers came in yesterday asking around about a crypt." You think on this for a moment. "What of valuables? Weapons... Armor..." The fool nods along like he's agreeing with you.

"Yeah, yeah. There's an armory in the tower, got to be, but there's a smithy in the middle of town, does custom work for 'em sometimes. You might find something there... Uh..." You forcefully tap his head. "Uh?" He wheezes. "The marketplace has good pickings. Half-blind man sells incense and there's a fake jewelry hawker that makes a killing. Oh, uh, uh, there's an outland-caravan every two or three weeks. They never stay long, just enough to get food and get out but they got lots of things. One coming in three days carrying medicine. Likely some contraband too, hard for a man to tell poison drugs and fun drugs from the medicine drugs n' like I said, the captain, he-" "Takes bribes." "Yeah." You shift the blade, reminding him who's in charge. "Is that all?" He nods, too horrified to open his mouth.

You take the longsword from his neck. He stays on the ground. "You have a home, don't you? Lead me to it." He shakes his head. "No, not here no." You put the longsword's tip on his chin and tip it up to look at you. "How is that?" The thief seems terrified between saying something he shouldn't and a painful death but you're here, right now, and he breaks down. "Okay. I'm a snake in the black dyad, my boss sent me and another to-" You interrupt. "The black dyad? The mafia?" The man is almost hysterical. "I am, I swears it."
>>
>>5082034
You see him jerk up his shirt, revealing a stylized tattoo of a serpent swallowing a coin. "Go on." The criminal groans. "-to case out the town. See if it wouldn't make for a good safehouse spot." You don't think he's lying to you but this complicates things a little. He continues. "Me and my partner have been here a week now. We were almost ready to go back." You scratch your chin. "It all lines up. One question. Why rob me?" The way he squirms and manages not to cut himself at the same time is annoying. "...Drinking money. Honest truth."

"I appreciate your donation." You slip the coin-purse into your sack and take the dagger from the stones. You stare expectantly. The craven scrambles to hand you the sheath. Now it's on your belt.

You decide what to do with him.

>Clean slice of the throat.
>Kill him fast and gory.
>Punish him for the annoyance.
>Let him go, to cower and talk.
>Demand he take you to his partner.
>Take him, maybe he'll be useful.

He gave you a lot of information. Honestly much more than you were expecting. This town has a lot going on, a lot more than your farm. What's the plan?

>Return to Groshnak and the boy. You'll think of something to do.
>Do something else while you're here and have the element of surprise.
>>
>>5082035
>Demand he take you to his partner.
>Do something else while you're here and have the element of surprise.
>>
>>5082035
>Demand he take you to his partner.
The black dyad seems like it would either be a worthy ally or a prime target to take over or destroy.
After that
>Return to Groshnak and the boy. You'll think of something to do.

We should probably think about visiting that blacksmith, the crypt thing also seems like it could be intresting, maybe we'll ask around the tavern or something
>>
>>5082035
>>5082046 +1
>>
>>5082034
>>Demand he take you to his partner.
>Return to Groshnak and the boy. You'll think of something to do.
>>
>>5082035
>Kill him fast and gory.
>Return to Groshnak and the boy. You'll think of something to do.
>>
>>5082035
>Kill him fast and gory.
>Do something else while you're here and have the element of surprise.
>>
>>5082046
>>5082071
>>5082092
"You'll take me to your partner if you want to live. Try to run, I'll kill you where you stand. Am I understood?" He nods and climbs back onto shaky feet. "I-I got ye." You sheath the longsword and press the thief's own dagger into his back. "Then walk." The two of you go through the town, avoiding the guard patrol, and stop at the entrance one of the taverns. It has a crude painting of a cup and dice on the front door. You stop. He mumbles. "Not the brothel." Ah.

He opens the door and steps in. The tavern isn't very impressive, almost smaller than the one with the barmaid who so kindly told you everything you needed to know about Gilberd's wife. It's also fairly occupied, with farmers and drunks alike drinking and carrying on while a long-nosed barkeep tries to keep up with the orders coming in faster than he can clean the mugs. The atmosphere goes from loud and wild to a dead-silent dread the moment you're noticed. Everyone finds something else to look at or hyperfixates on the longsword on your belt. Those nearest to you are tense and one man falls out of his chair, sending it clattering on the floor while you glare and he crawls backward without a thought to the shame. Nobody moves to help him, like they're held in place by the primal instinct to flinch and cower. You glance at the counter and see that the barkeep has ducked behind it. There's easily twenty people here, strong, sturdy men, and here they are, terrified into paralysis by a silent traveler they didn't even know existed five minutes ago. You could get used to this.

You turn to conceal the dagger in the thief's back and he walks toward the stairs, trembling. Nobody moves a muscle. It's only a minute after you're out of immediate sight and going between the rooms on the second floor that the conversation below resumes, now hushed murmurs and whispers. You hear the door slam loud and some feet shuffling into the cold night air. There are probably going to be rumors about this. Fortunately, none of the locals here have the stomach to try and stop you, and if they did, what could they accuse you of? Possibly a lot, actually, if the news catches up to you but hopefully you'll be gone by then or close enough to untouchable you won't need to worry.
>>
>>5082155
Your captive at knifepoint leads you to a specific room, and bangs on the door. There's some stirring and the door's flung open by an angry, annoyed man with a mop of hair and cracked teeth. "OI! What the hell are ye botherin' me f- fo-... arrrrghaaaaaah, uh, uhhh." The look on his face goes from frustrated to horrified the second he sees you next to the man. He's been rendered speechless. You help yourself inside and toss the thief onto the floor. He finds a chair and sits there, fidgeting. His partner stares at you, wanting to look away but unable to, and lights something in a pipe of some kind. You take the chance to sniff for a moment. This one is darker than his partner, either a killer or a serious criminal. He takes a whiff out of it and calms his nerves enough to speak.

"Huuuh, wh-who the hell are ye? Ah-ah-ah'n what do ye want?"

You think for a second.

>Compensation for Robbery
>A Joint Business Venture (ask for a job)
>Two Fresh Corpses (free surprise attack)
>A Meeting with their Manager (could lead to a detour into the heartland)
>>
>>5082157
>>Two Fresh Corpses (free surprise attack)
>>
>>5082157
>A Meeting with their Manager (could lead to a detour into the heartland)

Its called 'making bank'
>>
>>5082157
>Compensation for Robbery
>>
>>5082178
Supporting
>>
>>5082157
>Compensation for Robbery
>A Joint Business Venture (ask for a job)
>A Meeting with their Manager (could lead to a detour into the heartland)

We lay low in the brothel while we have a string of robberies and tortures, cultivating in the desecration, rape, and murder of the church and it's authorities, and turning it into the perfect play for a mafia to have a safe house under the guise of the church.
>>
>>5080302
>A Meeting with their Manager (could lead to a detour into the heartland)
Gaining access to an organization would be a great way to shield ourselves from reprisal and expand our influence further.

Just caught up with this quest and it's pretty solid, though I'm kind of sad that Melvin is a coolguy now.
I don't agree with the complaints about the mechanics, they're perfectly fine for what they're meant to simulate, and I don't think a dishonestly discharged soldier with a rusty blade should be able to effortlessly slice people up right off the bat.
Whining aside, I've really enjoyed this quest in comparison to other villain quests, probably because it feels more grounded with an average fighter going after regular people in a setting that isn't overtly grimdark.
>>
>>5082253
There's a difference between effortlessly slicing up armed men and struggling against children and pregnant women as a former soldier. If you wanted to play as a grounded bandit, create Bandit Quest lad, because a paladin is supposed to be a warrior with a hint of supernatural power.
>>
>>5082255
Just because you're trained doesn't mean you're immune to danger posed by untrained people.
A master of martial arts will most likely lose to two untrained opponents, and a pregnant woman flailing a knife around can cut a trained soldier just fine, especially an unarmored one.
This quest isn't dealing with fantastical levels of combat skill yet, and people chose the most mundane class available.
I think it's unreasonable to expect that Melvin shouldn't be threatened by normal people at this point, and if he wasn't I don't think this would be a very good quest.
At this point we're mainly up against untrained peasants, so there wouldn't be any risk or danger if we could effortlessly kill anyone untrained.
Also, if you think it's pathetic that Melvin had to struggle to incapacitate a pregnant woman, you're right.
Melvin is someone who takes out his anger on the weak and innocent because he's a fundamentally broken person.
At that point he wasn't some badass blackguard, he was just an underhanded asshole with a sword.
The whole point of going with the Not a Knight option was to start out as very weak fighter compared to the other choices and work up from there.
>>
>>5082157
>A Meeting with their Manager (could lead to a detour into the heartland)

>>5082430
>>5082253
Based. I still feel like we aren't super powerful yet, and can still be cut down by most well trained enemies in a one on one fight. Melvin's still a vengeful, autistic little pissbaby, just one who's horrendous actions have begun to attract the attention of dark gods.
>>
>>5082430
>A master of martial arts will most likely lose to two untrained opponents

You know that's a retarded statement, because that means learning to defend oneself is meaningless against untrained randos, and it doesn't even apply to Melvin, as he most assuredly isn't a master martial artist.

Besides absurd point that Melvin is pathetic because he's 'broken' (and this that justifies him being pathetic, but that an argument on semantics), going with the Not!Knight option would make him just a plain fighter, not a paladin, and besides, the options doesn't affect starting level combat ability, just what upgrades and skills we get as we level up.
>>
>>5082451
You say it's retarded but it's completely true.
I mentioned it to illustrate that a gap in training isn't enough to effortlessly defeat an opponent.
I'm not saying that Melvin is weak by any means, just that he's mortal and thus not invincible.
Also, why would you assume the starting options would be balanced?
The top three options were:
a fallen knight
a demonically empowered warrior
and an intelligent undead warrior
Why would you think those are on a similar level of power as a disgraced soldier with broken equipment?
It's entirely possible that Melvin never even saw combat, his skill bonus was described as natural talent.
Besides, all we started with is a +1 attack bonus, so I don't know how the other choices could have an equal level of power despite supernatural abilities.
This is probably just a difference in what we consider pathetic, but in my opinion going on a murderous rampage because some troubadour called your sword rusty is pretty pathetic.
>>
>>5082463
>killing that Cuckstrel was pathetic

HEY! He deserved it.
>>
>>5082474
Well yeah.
It's not a good idea to antagonize hoboes.
>>
>>5082178
>>5082193
>>5082198
>>5082253
>>5082437
It occurs to you that you never actually had a plan for what you were going to do when you reached the outlands, just a vague idea that you were going to explore your newfound freedom by taking advantage of the defenseless commoners and somehow become a power to threaten the kingdom. Maybe killing some bandit chief and taking over his band, or something. When you started your journey you had a fantasy in your head of forcing monsters to submit and creating some kind of horde of darkness that you thought was too unrealistic to actually attempt, but now that Groshnak is your minion and the black stars have aligned to give you a magnificent aura of unholy power, you aren't sure that you couldn't actually do it. It might actually even be a good idea but you know the outlands aren't the wealthiest and most well-developed part of the kingdom.

No, that's the heartland, where the Order of Paladins is at its strongest and large, well-trained garrisons keep any thought of banditry exiled to the frontier. If you could somehow seize control of the wealth that passes through the shadows of the kingdom, you could gain incredible power, the power to make it so that nobody will ever insult you again, the Paladins will be exterminated for their fake goodie two shoes nonsense, and you can have a sword that lights itself on fire. Black fire. Black fire with acid dripping from the tip, and the tip would have three edges and the handles would have spikes and shit. That would be rad. Surely Groshnak would think you were even cooler if you had such a glorious weapon, but that's only a dream. Until you can enslave a wizard or something BUT NO, now you're wasting your time on fantasies when the path to getting the money to make them come true is right in front of you. The Black Dyad are the most notorious mafias in the realm.

If you could take them under your control, you would have more subtle influence than a petty fiefdom in the outlands could ever give you. Besides, you could get both maybe. Maybe have Groshnak go on a quest to do it in your name while you micromanage things in the heartland and try to avoid the Paladins? The other way around is a possibility but you somehow don't think Groshnak would do very well in the most human-filled region in the kingdom. Maybe he could try. Maybe you could prove you wrong. But first!

You speak and both of the men recoil from your voice.

"I want to speak to your manager."
>>
>>5082493
The snake with the pipe looks at you in the strangest mixture of confusion and horror you've ever seen. "O-Ou-?" "YOUR BOSS! The one who decides things for you, THAT is who I want to speak to. You will bring him to me." The man takes a deep whiff out of the pipe and sighs, in desperate terror, not resignation. It's more a shudder of the soul coming out of his mouth than a sigh. Shudder of the soul... That's good. You need to use that sometime. "A-Ah, d-don't know if he would want to le-leav-" You press the tip of the sword into the criminal's neck and he drops the pipe. It shatters and nobody bats an eye.

"YOU! WILL!" The thief sitting in the chair speaks up. "Wh-what if we brou-, er, b-brought you to him?" You stroke your chin. It lacks a beard. Perhaps that's a problem. Perhaps it makes you superior. You think about that for a second but then consider the thief's suggestion.

"How would that work?" Both of them look at each other, swallowing in fear. "We would, uhhh, figure something out."

You're starting to realize this is a complicated situation. You have an idea.

What's the plan? Of course, none of this will be happening immediately. You'll have to straighten things out with Groshnak and decide what to do with that boy...

>Send the thief to go get his boss. You'll hold the more important one hostage until you see him.
>Send the thieves to go get their boss. You'll cut off a finger or something so he knows you're serious.
>Send the thieves to go get their boss. Maybe their description of you, like- "a legendary warrior, who terrified our very souls," yes, will be enough to get his curiosity.
>Agree to travel with the thieves to wherever their boss is. You'll probably do it on foot.
>Agree to travel with the thieves to wherever their boss is. You'll steal a horse or donkey.
>Agree to travel with the thieves to wherever their boss is. You'll fake a caravan wagon somehow.
>Pretend that you're interested in actually joining their mafia and go through the first few steps of that process until you get what you want.
>>
>>5082497
Wtf? Going to see their boss? We're Melvin, we do what we want.

>Send the thief to go get his boss. You'll hold the more important one hostage until you see him.

Gives us shit to do in the meantime
>>
>>5082497
>Send the thieves to go get their boss. You'll cut off a finger or something so he knows you're serious.
I would say we should hold him hostage, but we already got one who's basically are prisoner. Don't want to start having too many prisoners for us to handle.
>>
>>5082497
>Agree to travel with the thieves to wherever their boss is. You'll fake a caravan wagon somehow.
There's no way the boss will take us seriously on the word of these grunts, we'll have to appear in person
We'll leave tomorrow, and tonight we'll kill someone on the outskirts of town and leave the mangled remains in the wells as a going away present.
>>
>>5082497
>Agree to travel with the thieves to wherever their boss is. You'll fake a caravan wagon somehow.
>>
>>5082463
I don't know why you keep thinking that I expected Melvin to be an immortal uberkiller right off the bat. I'm merely stating that dealing with untrained women and children should be easy for a trained former soldier with high martial skill, not that we'd be slaughtering elite paladins from the get go.

Clearly the starting options were balanced, as the character would've started as an unpowered level 1 noob regardless of whether he made a deal with the devil or became undead. It was clearly said in >>5075383 that
>Each one gets high martial skill and some basic starting gear. This chooses what abilities you can get as you grow stronger.
While the equipment may have differed, the high marital skill remains the same, and the fact the the abilities would develop as we level up, not before.

I'm using the word pathetic to describe our abilities. You ascribe pathetic to our actions. The murderous rampage was to denote us as evil and give us a beginning starting goal, as it makes no sense for a scumbag not!Knight to just take his insult on the chin and act honorably. Again, semantics.

>>5082497
>Send the thief to go get his boss. You'll hold the more important one hostage until you see him.
>Pretend that you're interested in actually joining their mafia and go through the first few steps of that process until you get what you want.

We can begin gathering up followers, despite the pitiful pickings. Besides, we got a temple to defile.
>>
>>5082543
>I don't know why you keep thinking that I expected Melvin to be an immortal uberkiller right off the bat. I'm merely stating that dealing with untrained women and children should be easy for a trained former soldier with high martial skill, not that we'd be slaughtering elite paladins from the get go.
I never said that you did.
What I've been repeatedly trying to impress on you is that Melvin isn't some anime character that can't be harmed or resisted by people less strong or skilled than him.
If you you reply to me again you're retarded.
>>
>>5082497
>Send the thief to go get his boss. You'll hold the more important one hostage until you see him.

>>5082551
>Melvin isn't some anime character that can't be harmed or resisted by people less strong or skilled than him.
The D&D odds are purely random and don't accurately represent reality, so the risk of a skilled and strong individual getting hit by a powerless woman you're using as an argument as well as other unlikely events are much more likely to happen here than in reality.
>>
>>5082506
Support, If we take a wagon we might also be able to take groshnak and the boy with us
>>
>>5082497
>>Send the thief to go get his boss. You'll hold the more important one hostage until you see him.
Unless we can ensure Groshnak and the kid are with us (and even then it's starting to be a few too many prisoners) if we go to the Boss odds are we'll be out numbered and overwhelmed. The only thing that MIGHT prevent that is the Authority--which seems to be working pretty damn well in our favor so far, but there's no guarantee it'll hold up against a hardened criminal (and weren't we declared an Outlaw? Won't it be a bad idea to head into the heartland without a bit more power behind us?)--and I don't want to pin our survival on it; if we stay here we can hunker down and see them coming (even if odds are it's just going to be a squad of Mafioso sent to eliminate a problem).

Of course there's problems with staying. Odds are one of those people at the tavern went to have a word with the local militia.
>>
>>5082497

>Agree to travel with the thieves to wherever their boss is. You'll probably do it on foot.

And then once we got their boss, we use him to climb up to HIS boss.

"I will only spare one of you. Who ever between you who ensures that I meet your boss first. It will be a painful death for the one who fails."
>>
>>5082498
>>5082505
>>5082543
>>5082590
>>5082701
It's a close decision but in the end, you decide that between your outlaw status and orcish minion, it would be safer to demand the boss be brought to you. On the same note, you grab the pipe snake into a chokehold and point the dagger to his neck. "I said that you will and you will. Or this man loses his ears, eyes, and then his balls. I want you back in one month. At the absolute most. You'll wait on the side of the northern road and I will come to you." The criminal is shaking your hands and the thief is stuttering. "B-b-bu-" You grimace at him and he flinches. "BUT NOTHING! I will allow him a single bodyguard, perhaps two, counting you, because I have my own bodyguard and I am not unreasonable. Hmm... To those who are not unreasonable to me." You shove the criminal to the wall, where he cringes and walk to the other. "And to demonstrate that I am serious," You grip him by the neck and force him face down. Both are immobilized by incredulity and horror. "I will be leaving a calling card." You pull up the back of his shirt and he whimpers as you carve a gory symbol into his back.

What is it?

>A dragon eating a snake, some symbolism there here.
>A sword buried in some coins, symbolizing your goals.
>A boot stomping on a crown, fuck the crown unless you're wearing it
>A penis, that's how little respect you have for these men.
>A glyph with a lot of crooked lines and weird edges, a crude replica of the black star circle you saw.
>Something else. This could be a symbol you'll from now on or just a one off thing. You're beholden to no commitment.

Then you pull his shirt back over his hide and he curls into a fetal position. You put your foot on his head and snarl. "Remember. One month. Or he "lives"." Both criminals are almost incapable of movement. You force the one who dropped his pipe standing and press the bloody dagger into his back, the same as you did with the thief. You lead him through the tavern and reach the taproom. It's much emptier than before and everyone that's left finds something very important to be doing all of a sudden. You've said it twice now but you really, really could get used to this.

You leave the tavern and a few men are stirring but most seem to be fleeing the tavern you just left at a breakneck pace. Some of them to the other tavern. Heh. The criminal is silent. You withdraw the dagger. He says not a word. You're sure this snake will give you a fake name to call him by sooner or later. Right now he's in no condition to speak. Now, you are in control.

>You have an itch to murder someone and drop their mutilated body in a well.
>You want to break into that smithy and collect some finer gear.
>You want to pursue what you heard earlier, those strangers asking about a crypt.
>Enough of this townie nonsense. You're going back to Groshnak and the boy.
>>
>>5082892
>A glyph like a crude replica of the black star circle
>As about the strangers and the mysterious crypt
>>
>>5082892
>A glyph with a lot of crooked lines and weird edges, a crude replica of the black star circle you saw.
>Enough of this townie nonsense. You're going back to Groshnak and the boy.
We should at least regroup and figure out something to do with our prisoners before we start liberating some nicer equipment and having a bit of fun.
>>
>>5082892
>You want to break into that smithy and collect some finer gear.
>>
>>5082896
Support, just a quick regroup. Maybe when the manager comes round we can... gain better housing
>>
>>5082892
>A dragon eating a snake, some symbolism there here.
>A glyph with a lot of crooked lines and weird edges, a crude replica of the black star circle you saw.

>You want to break into that smithy and collect some finer gear.
Then
>You want to pursue what you heard earlier, those strangers asking about a crypt.

We'll save the body in the well as a parting gift.
>>
>>5082892
>A penis, that's how little respect you have for these men.
>You want to break into that smithy and collect some finer gear.
>>
>>5082892

>A glyph with a lot of crooked lines and weird edges, a crude replica of the black star circle you saw.

>You want to break into that smithy and collect some finer gear.

We should spend our month sorting through the townspeople for like minded souls?
>>
>>5083032
Supporting this
>>
>>5083032
>A glyph with a lot of crooked lines and weird edges, a crude replica of the black star circle you saw.
>You want to pursue what you heard earlier, those strangers asking about a crypt.
>>
>>5083110
meant for >>5082892
>>
>>5082892
>A penis, that's how little respect you have for these men.

>You want to break into that smithy and collect some finer gear.
>>
>>5082894
>>5082896
>>5082902
>>5082910
>>5082954
>>5083009
>>5083032
>>5083048
>>5083110
>>5083118
You carved a glyph with crooked lines and weird edges, a crude replica of what you saw in the black star circle. As you did, you felt a tension in your hands and could've sworn the skin near the wound trembled. A satisfying choice. In fact, this entire experience has been rather satisfying.

>+3 XP, 18/40 XP to reach Level 4
>+2 bonus XP, 20/40 XP to reach Level 4

Still, it lacks a certain... material benefit, as it were, and your finer instincts tell you that if the captain of the guard takes the hearsay of drunks seriously, the patrols will become much more frequent. A proper piece of armor, not like the rags that sit under Groshnak's eye now, could save your life down the line. If you're going to rob the smithy, now is as good a time as any.

You command your captive. "Lead me to the smithy. Try to run and you die. Try to alert the guards and you die slowly." He nods and doesn't dare to turn around. Taking every care not to make any sudden movements he hunches his back and hugs the shadows, a sneak, you follow him with the same stance. A few minutes later you're in front of a smithy, denoted by a large drawing of an armored soldier standing next to a coin. The building is squat and wide, no lantern burns from inside and you hear no sounds of the forge from within. You think for a moment. If this is anything like most smithies, the smith and his family will live somewhere in the back. Most of the goodies will be near the front and most of them will be domestic, horseshoes, pots, pans and the like. A few will be of use to you. The smith's best work though, that will be far in the back, hidden somewhere. Maybe you don't really need his best work. You do want it, though.

How do you handle the break-in?

>A quick smash and grab, in and out in five minutes or less.
>See if you can't pry open the window real quiet-like.
>This crook can probably pick a lock, have him take a crack at it.
>Knock on the door, pretend to be a late customer long enough to get someone to open it.
>>
>>5083142
>This crook can probably pick a lock, have him take a crack at it.

Prove your worth, hostage
>>
>>5083142
>>This crook can probably pick a lock, have him take a crack at it.
We’ll snap his neck quickly if he succeeds
>>
>>5083142
>>See if you can't pry open the window real quiet-like.
>>
>>5083142
>>See if you can't pry open the window real quiet-like.
>>This crook can probably pick a lock, have him take a crack at it.
>>
>>5083142
>This crook can probably pick a lock, have him take a crack at it.
>>
>>5083147
>>5083152
>>5083153
>>5083155
>>5083167
"You're not much of a thief if you can't pick a lock. Take a stab at it." The man hesitates until you lay a hand on his shoulder, then he falls to his knees and pulls a small box out of his pocket. It's full of long, thin needles. You try not to get angry by the remainder. He starts quietly sliding them into the keyhole. You turn and watch the streets. That seems to calm him down so that he can focus.

>roll 14 or higher on 1d20+4
>he is an expert lockpick, so he (and you) can take the best of two rolls
>>
Rolled 13 + 4 (1d20 + 4)

>>5083177
>>
Rolled 10 + 4 (1d20 + 4)

>>5083177
Chad energy will unlock this door
>>
Rolled 1 - 5 (1d20 - 5)

>>5083182
>>5083184
>13+4 vs 14
>GREAT SUCCESS

Five seconds later, you hear a distinct CLICK and the door comes unlocked. You're about to step in when you notice that the criminal has a long, thin hook wedged in between the door and the wall. You watch, curious, as he very gently rises and slides it up to tap the roof. Only then does he open the door. You see that a bell would've jingled if you simply stepped in. Interesting. He clips the string attaching the bell to the door and slips it into a small bag full of rags, muffling the noise. Impressive. This man is a professional. He stands back up and you clap him on the shoulder. "Not bad. I couldn't have done it better myself." Despite himself, he seems proud. "Ah, well, ah, it was nothing, jus' a spring tumbler. Done it a dozen times." You both step into the smithy and take a look.

The room is dark but lit by the light coming from the window. Picking out distinct valuables is tricky. "Move fast. Get what you can and don't so much as breathe a word without my say so." He doesn't speak and goes straight to digging through a pile of knicknacks. Sharp. You look for anything more valuable.

>roll 1d20+4 to find loot
>there's two searching so you get a bonus, plus his Level in Rogue
>the smith needs to roll a 16 or higher to detect you, the difficulty dropping by 4 each turn, he gets a -5 from the average of your stealth skill
>>
Rolled 11 + 4 (1d20 + 4)

>>5083190
>>
Rolled 9 (1d20)

>>5083190
>>
Rolled 6 + 4 (1d20 + 4)

>>5083190
Lewt!
>>
>>5083190
>>5083192
>1-5 vs 16
>CRITICAL FAILURE (for the smith)
>11+4

You ransack the smithy as wildly as you can get away without risking dropping something loud and heavy on the floor. There are knives of all types, study tools, kitchenware and more of the miscellaneous garbage that commoners need so dearly. Some of it might even be valuable but that isn't what you're looking for. Proper equipment is it.

After a minute of digging, you uncover a brand-new shortsword and a couple of daggers. They're all yours now. You look for something heavier and run into a shovel, (1d3, reach, slow (goes second unless the wielder is an expert or strong)) and stick it into an axe holder. Groshnak will appreciate that, you're certain. Now, if only you could find some armo-... The thief taps you on the shoulder. "What is it? Speak." He whispers. "The smith isn't home. Family's gone too. Smithy's ours. Should be for at least an hour, maybe more." You grin. "Excellent, hahaha!"

Now you can take your time to rummage.

>Do it destructively. Break what you can, scatter goods everywhere.
>Do it cautiously. Leave everything in its place but what you take.
>Do it quickly. Once you've got what you want, burn it.

You pillage the smithy for everything of any use to you whatsoever. The thief does the same, giddy but always looking up or around to see that you don't disapprove. It's instinctive, it seems like.

You can take five items. You're like a noble-born bully at a poor cripple's candy stall.

>Last Night's Take (A healthy chunk of change)
>Dagger (1d4, stealthy (extra dice on surprise attacks)
>Intact Buckler (1-in-6 block)
>Woodcutter's Axe (1d6, slow)
>Militia Spear (1d4, reach)
>Brand New Shortsword (1d4)
>Sturdy Skullcap (10% coverage, reduces damage by 2d3)
>Kite Shield (2-in-6 block, -2 penalty to stealth)
>Sturdy Breastplate (30% coverage, reduces damage by 2d4)
>Fine Ringmail (40% coverage, reduces damage by 2d3+1, -1 penalty to stealth)
>Sturdy Greaves (40% coverage, reduces damage by 2d3)
>Light Crossbow and x20 quarrels (1d6, ranged, two-turn reload)
>Fine Nasal Helmet (10% coverage, reduces damage by 2d4+1)
>A Children's Doll (worthless, but it will hurt someone's feelings)
>Thick Ironshod Boots (10% coverage, reduces damage by 2d4, -2 penalty to stealth)
>Fine Chainmail Shirt (40% coverage, reduces damage by 2d6+1, -2 penalty to stealth)(Counts as Two)
>Fine Chain Leggings (40% coverage, reduces damage by 2d6+1, -2 penalty to stealth)(Counts as Two)
>The Smith's Strongbox (The man's life savings. More money than you've ever seen.)(Counts as Three)
>>
>>5083213
Forgot to mention, the Light Crossbow does 1d6+2 damage, not 1d6. It also applies for Surprise Attacks.
>>
>>5083213
>Do it cautiously. Leave everything in its place but what you take.

We're new, and not leaving very soon. Best not to cause TOO much trouble until we're untouchable

>Light Crossbow and x20 quarrels (1d6, ranged, two-turn reload)
>Sturdy Breastplate (30% coverage, reduces damage by 2d4)
>Fine Nasal Helmet (10% coverage, reduces damage by 2d4+1)
>Intact Buckler (1-in-6 block)
>Last Night's Take (A healthy chunk of change)

Stealth and cheap surprise attacks have been our strat so far; these give good defense without sacrificing stealth

And the crossbow covers the only type of weapon we're missing: ranged ones.
>>
>>5083213
>Sturdy Skullcap (10% coverage, reduces damage by 2d3)
>Sturdy Breastplate (30% coverage, reduces damage by 2d4)
>Sturdy Greaves (40% coverage, reduces damage by 2d3)
>Light Crossbow and x20 quarrels (1d6, ranged, two-turn reload)
>Fine Nasal Helmet (10% coverage, reduces damage by 2d4+1)
>>
>>5083213
>Last Night's Take (A healthy chunk of change)
>Dagger (1d4, stealthy (extra dice on surprise attacks)
>Sturdy Breastplate (30% coverage, reduces damage by 2d4)
>Light Crossbow and x20 quarrels (1d6, ranged, two-turn reload)
>Sturdy Greaves (40% coverage, reduces damage by 2d3)

>>5083222
>Stealth and cheap surprise attacks have been our strat so far; these give good defense without sacrificing stealth
Agreed! That's why I think we'd really benefit from a dagger.
>>
>>5083245
Don't we already have a dagger from the first thief though?
>>
>>5083247
>>5083245
We also stole a couple daggers already, along with the shovel
>>
>>5083213
>Last Night's Take (A healthy chunk of change)
>Sturdy Breastplate (30% coverage, reduces damage by 2d4)
>Light Crossbow and x20 quarrels (1d6, ranged, two-turn reload)
>Sturdy Greaves (40% coverage, reduces damage by 2d3)
>Intact Buckler (1-in-6 block)
>>
>>5083213
>Light Crossbow and x20 quarrels (1d6, ranged, two-turn reload)
>Sturdy Breastplate (30% coverage, reduces damage by 2d4)
>Fine Nasal Helmet (10% coverage, reduces damage by 2d4+1)
>Intact Buckler (1-in-6 block)
>Last Night's Take (A healthy chunk of change)
>>
>>5083273
+1
I kind of want to hold off on a helmet until we get a really cool one.
>>
>>5083213
>The Smith's Strongbox (The man's life savings. More money than you've ever seen.)(Counts as Three)
>A Children's Doll (worthless, but it will hurt someone's feelings)
>Dagger (1d4, stealthy (extra dice on surprise attacks)
>>
>>5083213
>Do it cautiously. Leave everything in its place but what you take.

>Fine Chainmail Shirt (40% coverage, reduces damage by 2d6+1, -2 penalty to stealth)(Counts as Two)
>Light Crossbow and x20 quarrels (1d6, ranged, two-turn reload)
>Fine Nasal Helmet (10% coverage, reduces damage by 2d4+1)
>A Children's Doll (worthless, but it will hurt someone's feelings)
>>
>>5083247
>>5083248
Hm, fair. Forgot we had already looted some. Changing the dagger in >>5083245 to
>Militia Spear (1d4, reach)

>>5083213
Also, forgot to say:
>Do it cautiously. Leave everything in its place but what you take.
>>
>>5083213
>Do it cautiously. Leave everything in its place but what you take.

>Last Night's Take (A healthy chunk of change)
>Fine Nasal Helmet (10% coverage, reduces damage by 2d4+1)
>Intact Buckler (1-in-6 block)
>Sturdy Breastplate (30% coverage, reduces damage by 2d4)
>Light Crossbow and x20 quarrels (1d6, ranged, two-turn reload)
>>
>>5083213
uhmmmm does the 5 space include even the thief ? If not order him to take the money and the axe.
>Woodcutter's Axe (1d6, slow)
>Last Night's Take (A healthy chunk of change)
>The Smith's Strongbox (The man's life savings. More money than you've ever seen.)(Counts as Three)
tell him he walks in front of us where we can keep an eye on him. We are going back to our camp with all this loot.

>Do it cautiously. Leave everything in its place but what you take.

Then first put the knife of the thief on his back, he should have a belt or similar for keep it on him. He will not able to reach it beside having the hands occupied with loot. Also we will give that knife later to Groshnak.
With this done we can grab the smith knife and put it on our belt, since we don t have the other one on us.
>Dagger (1d4, stealthy (extra dice on surprise attacks)

Then grab this
>Intact Buckler (1-in-6 block)
>Sturdy Breastplate (30% coverage, reduces damage by 2d4)
>Sturdy Greaves (40% coverage, reduces damage by 2d3)
>Light Crossbow and x20 quarrels (1d6, ranged, two-turn reload)
>Fine Nasal Helmet (10% coverage, reduces damage by 2d4+1)

We already have two swords on us, and the longsword was in good conditions, we are good now. And tear apart the doll for pure pettiness, it's likely the smith will notice the theft of all those things anyway. A broken doll is just a bonus.
When we arrive at camp :
>we get what we selected
>Groshnak gets wood cutter axe, thief knife and our old buckler
>kid gets our bloody gamberson and our rusty shortsword

The kid is too scared for use the sword anyway, and he can work as a mule. The gamberson is probably not in great conditions, Groshnak armor is probably better than it. I don t remember us throwing away neither the old buckler, bloody gamberson or rusty shortsword and leaving them in the smithy isn t the best of ideas. Unless we want people to connect dots quickly for the crimes that happened recently.
>>
>>5083213
>Do it quickly. Once you've got what you want, burn it.

>Last Night's Take (A healthy chunk of change)
>Dagger (1d4, stealthy (extra dice on surprise attacks)
>Sturdy Breastplate (30% coverage, reduces damage by 2d4)
>Fine Nasal Helmet (10% coverage, reduces damage by 2d4+1)
>Light Crossbow and x20 quarrels (1d6, ranged, two-turn reload)

QM are inspired by battle bros?
>>
>>5083555
+1
>>
>>5083213
>>Do it cautiously. Leave everything in its place but what you take.
>>5083225
Forgot the how to operate bit.Ransacking would be my second choice to disguise what exactly is taken.
>>
>>5083213
>Do it destructively. Break what you can, scatter goods everywhere.
Smash and grab.
>>
>>5083222
Supporting this.
>>
>>5083222
>>5083225
>>5083245
>>5083273
>>5083279
>>5083395
>>5083400
>>5083429
>>5083441
>>5083555
>>5083655
>>5083675
>>5083739
>>5083832
>This was to see what equipment was in the smithy for you to steal, not what you could carry. In only a town of +300 with a garrison of 6 not counting the captain and militia, he isn't likely to make this full-time.
>Light Crossbow: 11 votes
>Sturdy Breastplate: 10 votes
>Fine Nasal Helmet: 8 votes
>Last Night's Take: 8 votes
>Intact Buckler: 7 votes

You move carefully, taking what you can as quickly as you can close your fingers around it. The problem is almost everything worth the effort is hidden, stashed in locked shelves, or intentionally put in the middle of much lighter, easier to knock over items. This is no weaponsmith but tbe smith knows how to make weapons and seems to have done them on commission. There are a number of militia spears and daggers, you pass on them to snatch an intact buckler. In such a condition, it's much less likely to break in the heat of battle.

You ignore a handful of skullcaps that look to have been well but hastily for a beautiful piece of equipment. Almost fit for a knight, a passion project from this maker of horseshoes. You slide the fine nasal helmet on and feel far less vulnerable to an errant cut. Only one chestpiece was here, hanging on a rack. A study breastplate without sleeves. No impediment to quiet movement but could easily stop a fatal point of iron through the heart. Even better, it doesn't impede the wearing of gambeson. You're almost ready to call it when you spot a magnificent sight. There, sitting above a bellows on a pair of hooks, its quiver hanging on a strap, you see a light crossbow. Calling it a proper weapon is an understatement. You take it in your hands and after a second of marveling at its intricate craftsmanship, sling it over your shoulder. This will doubtless serve you well in the coming days.

You're about to leave when you see a bag near the countertop the smith would use to talk to his customers. You snatch it, it's heavy. You feel bold and take the time to count them out. 6 silver coins and 17 coppers. An adequate sum but you suspect there's more hidden somewhere, under a floorboard, behind a loose panel of the wall, bah. You don't have the time to search. This is good enough. Together with Gilberd's pockets, you spit on that name, your wealth comes up to 8 silvers and 25 coppers. Hardly the trove of a bandit king but they do clink together nicely.
>>
>>5084040
You see the thief. He has a heavy bag laden with something. "What did you get? Speak." The snake whispers. "H-Horseshoes. Hammers, nails. Pots, pans... If ah could find a fence we could sell 'em for more." You mentally shrug and then physically shrug because you have no reason to hide your feelings. "Very well."

>The thief stole 2 units of Tools and 1 unit of Domestic Goods
>You've stolen three pieces of armor, a Light Crossbow, and some coinage
>Not a bad haul, and you did it all without making a sound.
>+6 XP, 26/40 XP

>Your Inventory: listed for convenience, we'll sort out a more organized list later

>Bloody Tattered Gambeson (40% coverage, 1d2 damage reduction)(currently with Groshnak)
>Splintered Buckler (1d6 block)(currently in your pack)
>Rusty Shortsword (1d4-1 damage, short, melee)
>Longsword (1d6 damage, melee)
>Shovel (1d3 damage, reach, slow)
>3 Daggers (1d3 damage, short, stealthy, melee)
>Light Crossbow (1d6+2 damage, ranged, two turns to reload)
>20 Quarrels (ammunition for Light Crossbow)
>Fine Nasal Helmet (10% coverage, reduces damage by 2d4+1)(worn)
>Sturdy Breastplate (30% coverage, reduces damage by 2d4)(worn)
>Intact Buckler (1d6 block)(worn)
>6 days of Food (mid quality)
>8 silver, 25 copper

You step out of the smithy next to the thief, who's careful to hide his bag, and then you close the door. Not a soul has seen you enter. Not a soul will see you leave. Fifteen minutes of hurried walking later you've escaped the town and are back on your way to the hiding spot. You of course have your captive follow you, never out of sight, and after a little while you stumble back on them both. As you approach, you hear a noise, like a high-pitched voice trying to snarl like a beast and then Groshnak. Wait...
>>
>>5084042
>>5081527
That's the boy, speaking to him! You realize with a start that by the words you don't understand and Groshnak's casual responses, he's learned more orcish in a matter of hours than you managed in days. You're stunned. That can only mean one thing...

>The Boy is a Natural Linguist: New languages come to him four times quicker than the average and he has no additional difficulty learning foreign languages that don't share the roots of his native tongue.

You step from around the hill and they stop. The boy looks as intimidated as he was the last time you saw him. Groshnak moves to bow but stops himself and starts to "smile" at you, until he spots the thief, who drops the sack and recoils in horror. "Th-th-tha-" You hold the longsword to his neck. "That is an orc. If you value your life you'll get on your knees." You look to Groshnak and jerk to the man's hands in a tying motion. "PRISONER." Your friend catches on immediately, wrestles the rogue down, and roughly ties his wrists together. You'll have to check in a moment to make sure he didn't cut off the circulation but first...

"Boy." The boy looks at the ground. "Y-Yes?" You sheath the longsword to remove the temptation and stare at his tiny, fragile little neck. "The orc. You spoke to him, yes?" He nods. His voice is nervous, terrified even. "Y-Yes..." You almost growl. "How?" The boy holds his hands tightly together. "I-I... it was easy. All I had to do was get him to tell me what the word for "dirt" was and then I-" You glare, and he continues, too excited to heed your warning. "-I w-worked my up from his feet and started to work on how they say sentences when-" You interrupt. "I did not give you permission to speak to the orc..."

>"Good! Do continue! I value initiative in my lessers. Perhaps you aren't so worthless after all."
>"No matter. You will learn the orcish tongue and then you will teach me."
>"Why? This beast killed much of your family and would shatter your skull at a word from my mouth."
>"You have a talent. I approve but you acted without my word. You will continue but you will not eat tomorrow."
>"You will not speak to him again. If I catch you trying to... you will learn what I will do then. No secrets are to be kept."
>"You will be punished. I will remove your tongue for your insolence."
>>
>>5084047
>"No matter. You will learn the orcish tongue and then you will teach me."
>>
>>5084047
>"No matter. You will learn the orcish tongue and then you will teach me."
>>
>>5084047
>>"No matter. You will learn the orcish tongue and then you will teach me."

>>5084042
Give to Groshnak
>Splintered Buckler (1d6 block)(currently in your pack)
>Rusty Shortsword (1d4-1 damage, short, melee)
And one dagger

Since we can, equip the gamberson under the breastplate.
>>
>>5084047
>"You will be punished. I will remove your tongue for your insolence."
>>
>>5084042
Forgot to mention, you also have an adequate quality shortsword (1d4 damage, short)
>>
>>5084047
>"No matter. You will learn the orcish tongue and then you will teach me."
>>
>>5084047
>"No matter. You will learn the orcish tongue and then you will teach me."
>>
>>5084074
>>5084078
>>5084080
>>5084116
>>5084169
"No matter. You will learn the orcish tongue and then you will teach me." For a moment, the tension in the boy's face is relieved and then it tightens in confusion. "Y-You don't speak orcish?" You stare into his small, squishy eyes. "No, I do not." They widen. "Th-then how did you g-get hi-" You interrupt. "Groshnak." He corrects himself. "Gr-Groshnak to listen to yo-" You scowl. "I have my ways and they are not yours to know. Do not test me further." The boy nods and stares at the ground.

You're satisfied with this and turn away. You check the thief's hands. The orc did tie them too tightly to keep the blood flowing. You loosen them slightly. "If I catch you trying to escape, I'll start with your fingers." That seems to calm any ambitions of slipping away. You go back to Groshnak, he's staring at the thief. You've almost gotten used to the constant sense of hatred oozing out his massive, mottled-green bulk, but the captive is trying to make himself as small as possible and the boy, apparently not brave enough to fight you, is apparently brave enough to stomach the orc's intensity enough to piece together his language. You grunt and the orc shuffles to look at you. Its eyes are narrow and don't look at you too closely. "MEVLIN." You drop the rusted shortsword and the splintered buckler at his feet. After a second, you take a dagger with its sheath and toss it as well. The orc is watching you closely.

You step back from the weapons and grunt. "YOURS NOW." You doubt he understands the definition of the words but their meaning is clear. He gathers them into his hands. You look at the group. A low-ranking member of a mafia held prisoner, an orphan boy with a knack for strange tongues, and an orcish coward. Unusual companions. You decide that the hiding spot is too close to Dalhurst and that you should move. Considering the rumors that will be going around about your crimes, the recent break-in of a smithy, and the controversy from you walking into a tavern, you don't want to be in walking distance. They might send a search party. Orc or not, you aren't sure you can fight a dozen armed men.

Now, commoners with knives and farm tools... That sounds like it would be fun. Later, perhaps. You still can't go too far from the town because the snake's leader, or at least, handler, will be waiting by the road if he intends to actually meet you. That could be in two weeks, it could be a month. It all depends. You muster the orc and your prisoners, each ignorant of the reason the other was captured, and set off searching for a camping spot. Eventually you uncover a half-collapsed hill in the middle of a thin patch of normally uncommon trees. About four hours from the road, it should be difficult for them to find you.
>>
>>5084241
However, considering your food storage, about 6 days with 3 mouths to feed not counting the orc who has his own supply of raw and rotting donkey and human flesh, you think that if the thief and boy are getting half-rations while you get full you'll probably run out in about 3 days. Not ideal. You're going to need to find some food before (we can do a loose timeskip) you can seriously camp. Or not, they could be fine for a week without food. Probably. You aren't sure. You're not a sage and stole from your brothers and sisters when you were younger so you didn't go hungry.

How do you want to get some food?

>Search the area around Dalhurst for another homestead
>Attempt to use your stolen money to purchase some at town.
>Try foraging. You doubt anyone here knows the first thing about it but surely you won't come back emptyhanded.
>Get Groshnak to share. The risk of food poisoning is very high, as well as the possible dangers of cannibalism, but you won't be eating it yourself.
>Maybe hit that medicine caravan the snake mentioned would be coming in 3 days. It might be well-armed. It might also be worth looting.
>Who cares? You have food, just let the thief and boy go hungry for now.
>>
>>5084243
>>Attempt to use your stolen money to purchase some at town.
>>
>>5084243
Ask our Mafia-prisoner for details on the caravan and how well defended it is. Seems like the kind of thing we need to know the risks of before committing to.
>>
>>5084243
>Attempt to use your stolen money to purchase some at town.

Can we still hit up the caravan? If so

>Only Purchase as much as we need, any extra can be taken from the caravan
>>
>>5084243
>Search the area around Dalhurst for another homestead
Maybe we can buy from them this time.
>Maybe hit that medicine caravan the snake mentioned would be coming in 3 days. It might be well-armed. It might also be worth looting.
Totally doing this anyway.

And I'm still interested in learn who's poking around in the crypts.
>>
>>5084243
>Attempt to use your stolen money to purchase some at town.
>>
>>5084249
>>5084341

This, but we shouldn't go personally. Send the thief instead with a small amount of the money to buy supplies for an extra day.

Don't forget that we now emit an aura of unmistakable EVIL and we'd probably stick out at the bakery.
>>
Rolled 16 (1d20)

>>
>>5084249
>>5084254
>>5084287
>>5084324
>>5084324
>>5084341
>>5084379
You take the adult prisoner off to the side. You see he has crooked eyes and carries himself like a man who thinks he's dangerous but next to you, that crumbles away. He can't meet your eyes or do anything but cower, and that alone is a compromise torn between the urge to prostrate himself on the ground or run away in mortal terror. This is no normal man, he's a thief, likely with blood on his hands, and you still have this effect on him. You revel in it. The reaction from the commoners in that tavern was exquisite. If you were to draw your sword and cut one's head from his shoulders, how much stronger would it be then? Or better yet, if you tore a rotting head, like Gilberd, the bastard's, from your pack and showed it to them? Ha! They would run, screaming, like the animals they are!

You are powerful, a true warrior, not like those soft Paladins that rely on the blessings or the soldiers, the fact that they're always one of many. No, you are powerful on your own, and your power isn't weakened by any stupid notions of honor or mercy. Submission is for the weak and you are strong. You take the man's chin into your hand and force him to look into your eyes. He's breathing in and out so quickly it's almost like a whistle. You let go and let him look away. You speak clearly. "You are a thief." He nods his head, staring at a piece of dirt between your feet. You continue. "You know how caravans work. Your partner told me that Dalhurst was expecting a medicine caravan in three days. How would that work?"

The snake shuts his eyes, this close, even the ground is nearly too much. "Caravan's one merchant. Tha-... th-that means there'll be one trader and anywhere from four or six hands. Mos' likely kin, might be hired. There be a guard for every one or two of those. They'll have armor, nothin' metal, ain't likely, and maces or blades. Could be a crossbow. Just no way to know. Hands'll have knives, some'll have daggers or clubs. Trader will definitely have a crossbow, maybe a dagger, maybe a sword. Might have somethin' else up his sleeve. Magic or the like. Ain't likely. If they're haulin' medicine there'll be as many guards as he can afford 'cause it's in high demand. If they're haulin' drugs mixed-in, there'll be only enough guards to keep beasts away, 'cause if he's haulin' drugs he's either a fool or has someone wantin' to buy that nobody wants to cross. That way he can-" You interrupt, realizing. "He can save costs." He looks like he wants to sink into the ground. "Y-Yeah... it's a business."
>>
>>5084466
You draw your longsword and try to catch the light of the moon on the surface of its edge. He's dead silent. "Your partner told me there were two strangers asking around about a crypt. You know more, don't you?" He tucks in his shoulders and groans in fear. You lay your blade on his neck. "Do not lie to me." He whimpers like a wounded dog and slowly, wrestling between terrible fates, nods his head. "Y-Yeah." You grin. "Tell me more." The thief is almost sobbing in horror but the tears themselves won't come out. "O-Okay... Okay! Ah-ah was sworn to secrecy- b-by the snake, by my name- but ah don't want to lose my soul from whatever you might do to m-me..." You pull back the longsword.

"Excellent. Speak." He tries to steel his resolve. It isn't very convincing. "The boss didn't tell me anythin' but what I had to know. Accordin' to our sources, a hundred years back there was a... a necromancer, here. N-Not here, but in this area, around where Dalhurst is now. Used his sorcery to make some dead walk... Then made 'em hollow out a hill so he could practice his... er, "art," y'know, without gettin' burnt for black magic. Eventually he wanted to try and become some kind of, ghost, or somethin', but died n' didn't come back like he was supposed to. Crypt's still out there, full of everythin' he worked on, n' supposedly his diary is in there somewhere, what he wrote everythin' he learnt in." You're intrigued.

"What else do you know of the crypt?" He shakes his head. "Nothin', just that ah was supposed to take Ric- my partner, and show him the ropes like he was scoutin' for a safe house but we was really lookin' for rumors. Paladins started to catch wind of it and we wanted to get there before they do, so's we can get the diary an-" You snap your fingers. "Aha! Study it and wield the power of life and death!" The man waits a minute and then mutters, defeated. "No. Sell it. Boss says a collector wants it, wants it bad. A rich collector but he didn't say nothin' else." You scowl. "I suppose you don't know where it is, do you?" He shakes his head. "N-No..." You scowl, but you repeat yourself. "Or who those "strangers" your partner mentioned are, do you?" He shakes his head. "N-No-No, ah-ah don't..." You press the flat of the longsword against his cheek. "Then what use are you?"
>>
>>5084469
He moans in despair and then, suddenly, catches onto something and says it like he's a fat noble offering gold to bribe a torturer. "Ah-ah know where they're stayin'! Ah do, I swears it! Up in the brothel, somewhere, on the second floor." You narrow your eyes and scratch your chin as you withdraw the longsword. "Perhaps you are useful after all. Perhaps you could make yourself useful. You see, I am too powerful to enter Dalhurst again, but you... You are weak. You could enter in the morning, purchase foodstuffs using the money we've stolen, and then return." The thief is shaking in relief. "Ah-ah c-could do that, yeah." You put your foot on his, and a little of your weight. "And if you didn't, we would find you on the road, and then..." A tear goes down his face. "No... Please, no..." You release your foot. "Very well. Do you understand what I'm asking of you?"

He nods his head up and down. "Y-YEAH!" You glare and sheath the longsword. "Good." Now, how should you handle this?

>Change your mind. Go in yourself and watch the townies quake in fear. You might even get some food for free.
>Send the thief in to buy some food. You think you've terrified him enough that he won't try to betray you, but... he might.
>Send the thief in to buy some food, then snoop around about those strangers. You want him to find everything he can.
>Send the thief in to buy some food, and attempt to arrange an audience with you and those strangers. Their mysterious nature interests you.
>>
>>5084470
>Send the thief in to buy some food, and attempt to arrange an audience with you and those strangers. Their mysterious nature interests you.
>>
>>5084483
Supporting
>>
>>5084470
>>Change your mind. Go in yourself and watch the townies quake in fear. You might even get some food for free.
>>
>>5084470
>>Send the thief in to buy some food, then snoop around about those strangers. You want him to find everything he can.
Hearing a bit more about that crypt and the diary has definitely piqued my interest. Tell him he'd best be back by sundown or we're feeding him to the orc. We can always arrange a "coincidental" meeting on the road between Dalhurst and the crypt.

Hm, worst case scenario on the caravan suggests it might be a bit too large of a prize; that's, what, 14 or so people? And that's not even considering the potential powerful backer and potential trouble taking down the operation could cause (then again it could be an alternate in than these Snakes). A stealth attack in the middle of the night is a possibility, especially if we use our shiny new crossbow to take out any of their ranged guys and stealth skills + Treacherous to slit throats.
>>
>>5084523
+1
Something to think about is that they're not going to fight to the death, and that we are incredibly terrifying.
We probably only have to take out a couple before they lose morale completely.
>>
>>5084470
>Send the thief in to buy some food, then snoop around about those strangers. You want him to find everything he can.
>>
>>5084470
>Send the thief in to buy some food, then snoop around about those strangers. You want him to find everything he can.
>>
>>5084470
>Send the thief in to buy some food, then snoop around about those strangers. You want him to find everything he can

killing this entire town could be tempting honestly, they have very good equipment and money. And a lot of people.
In regard to the caravan they can be dealt with, though it would be better to be ready to surprise charge them if they see us while killing them in the shadows be with blade or crossbow. They are not likely to be prepared for us or our group at night anyway.
>>
Rolled 20, 17 = 37 (2d20)

>>5084523
>>5084582
>>5084706
>>5084811
>>5084901
Next morning, you send the thief in with your stolen money and two commands. Purchase enough food to keep you for weeks and find out everything there is to know about these crypt-seeking strangers. He cowers and hurries to leave, the image of a terrified minion. Now it's a question of whether he's smart enough to actually attempt to flee. Hopefully he's too much of a coward to try. Come to think of it, you aren't sure what you would do if he outright went into hiding somewhere in the town. Oh well, you'll figure it out.

Can't be too hard.

>roll 6 or higher on 1d20+2 to purchase food
>roll 8, 12, 16 or higher on 1d20+4 to get valuable information
>>
Rolled 14 + 4 (1d20 + 4)

>>5085302
>>
Rolled 7 + 2 (1d20 + 2)

>>5085302
>>
>>5085302
>>5085309
>>5085341
You are Neilson, promising junior member of the black dyad, self-proclaimed gentleman thief, and friend of most everyone who knows you. Right now, you're full of regrets about what you've done to get yourself into this situation. If someone asked you yesterday what the greatest goal in life was, you would've answered that it was to make enough silver to let your mum retire from spinsterhood and get you a comfortable starting spot to continue your dead father and deader grandfather's glassblowing business. If someone asked you today, it would be to prevent the demon that must be inside of that man from eating your soul. Now, you're not exactly a damsel-in-distress yourself, you've seen plenty of terrifying people. Your boss, for one, even a cobra in the upper ranks a couple of times, but that man... Melvin... He's not human. There's no other explanation for it. The moment you first saw him you realized he was full of EVIL of an intensity that makes the worst pack of mafiosos you've ever seen look like a box of kittens. You're honestly hoping that if the boss doesn't come through, and he might not, that he really does just cut out your balls, ears, and eyes. At least then your soul won't be taken to an eternity of hellfire.

>You are Neilson, Level 2 Rogue (Scallywag)
>You have 15/15 HP and have 6/20 XP needed to reach Level 3
>You have a +2 to hit and a +2 to damage from combat skill
>You have a +4 to stealth, deception, lockpicking, and pickpocketing
>You have 3 abilities
>Leg Sweep: You swing your leg to trip your opponent, on a hit a contested roll is made, applying relevant bonuses. On a success, the victim is unharmed. On a failure, the victim is sent prone, halving their Dodge, reducing their combat skill by -4 from their lack of leverage, and rendering them unable to move until they stand.
>Pocket Sand: You throw a fistful of sand into the eyes of your opponent at a +4 Dodge bonus, if hitting, stunning them for 1d2+1 turns at a -4 Dodge penalty, as they attempt to clean their eyes. If an opponent is savvy, very uncommon, they can recognize the signs and have a +8 Dodge bonus at the cost of 1 additional turn. The sand can be substituted for other substances at your means and discretion.
>Slither: Due to your experience in the black dyad, you've become accustomed to three-dimensional movement. When attempting movement, you suffer only a half penalty for climbing walls and clinging to ceilings.
>>
>>5085389
You honestly weren't sure if you believed that the ignoble gods were real or just something the noble gods' priests said to keep people on the straight and narrow. Well now you know. There can be no doubt. They're real and either that man's one of them wearing him like a meatsuit or some kind of possessed. You can't think of anything else that could possibly be that horrible. He sent you out to go get food with 8 silvers and 25 coppers. You could, in theory, just run the second you're out of his sight but you know better than that. You know he would somehow find you and then... No, you can't let that happen.

You just can't. You have to do what he says and hope that the boss comes through. There's nothing else you can dare to hope for. Noble gods, why didn't you listen to your mum and just work as a daytaler? Finding somewhere to buy food wasn't hard. There was a strangle little shop near the middle of town, part bakery, part general store. The little old lady running it was very nice, at least, and didn't ask any questions when you cleared out your coin pouch for food. Enough to fill a sack, just like he said. You've spent 20 coppers and 4 silvers, and now you have a sack absolutely crammed full of crumbling bread and traveling pastries. 30 days of food, at least. That should be enough to satisfy his hideous hungers but he wants more than that.

Oh, he wants you to go and spy on those strangers that came into town the day before yesterday. The ones that were asking about the crypt you wish you'll never hear anything else about after this is done. The ones Richard told you about, before... Melvin... you shudder, kidnapped him and carved some kind of demonic symbol into his back. You hope he's doing okay. You can't imagine how terrible it'd be if something happened to your partner's eternal soul because you weren't there for him.

Noble gods, you just have to think of yourself, and right now, that means eavesdropping. You leave Dalhurst as casually as possible with such a massive sack, get about an hour's walk away, and hide it under some bushes with a heavy rock to make sure no animals can paw it open. Once you've taken care of that, you scurry back to the town and get to sneaking. Not the obvious but effective, tiptoes, hunched back type sneaking, the in-plain-sight, careful not to look out of place, sneaking. It's especially easy going into that brothel. You try not to think about the disgusting noises from the muffled boards over your head, the leering drunks in at this hour of the day, or how that beady-eyed barkeep stares daggers at you while you climb the stairs.
>>
Rolled 3 (1d6)

>>5085391

None of that's important. You know that the strangers have a room somewhere on the second floor and get to creeping around. About ten minutes later of holding your ear to various doors, you hear something that isn't vulgar moans or filthy negotiations. It sounds like two people talking, a man and a woman. The man sounds nervous, the woman sounds serious.

"Listen Sadie, I'm still not sure this is a good idea." "Don't be like that Willis, we're so close I can almost taste it. Our great-great-great-grandfather's legacy to fall into the-" "Y-Yeah, the hands of the Paladins, but-" "But what? WHAT? We've been looking for months and now we've found it! I don't want to hear any "buts". Soon we'll able to-" "Able to what? Dig up bones and make them walk? Risk getting burnt for black magic? And for what!?" "For our ancestors! It's not about the power, it's about the principle! Think, you saw the same letter I did. It was too specific to be a coincidence. He must've wanted us to find it." "...Sadie. I'm just not sure. What if it's a trap or-" "If it's a trap then we'll be fine. You have your club. I have the map. We'll be fine." "..." "I don't want you to be having doubts like this. Imagine how much good we could do with that diary." "...I-I guess." "We could talk to grandmother again, get back our father's title, even... if-... if we could finish what he started- stop aging! Imagine a land where nobody gets sick or old!" "..." "Those Paladins are just scared of what they don't understand. Besides, they aren't here. We are. Don't be getting cold feet when we're almost at the finish line. Okay?" "...Okay." "I love you Willis." "I-... I love you too, sis." "We'll set out tomorrow. Soon, everything's going to be right again." "Wait, is someone at the door?"

You step back and walk back down the hallway. You're already around the corner when you hear the door creak. Thanks to your training with the black dyad you've memorized the conversation and could recite it without any problems. That was probably the worst part of joining the mafia. The godsdamned memory cards. You leave the brothel and stagger out onto the street, like you were drunk. Alright, you're almost home-free. All you've got to do now is-

"HEY! YOU THERE!"

Uh-oh.
>>
>>5085393
You spin around to spot two commoners and one of the guardsmen. You see that the guard isn't wearing a helmet and looks hungover and irritated, like he's only here because he's obligated to be. He still has a gambeson, shortsword, and buckler. Both of the commoners look very alarmed, almost panicked. They each have a knife. You have something better than a knife though, a razor-sharp dagger (1d4+1, short, stealthy) sheathed in your boot, where... he... didn't think to look. One of the commoners points at your face and shouts.

"HEY! I KNOW YOU! YOU'RE THE BASTARD THAT WAS WITH THAT EVIL MAN IN THE TAVERN LAST NIGHT! NOW YOU'RE LEAVING A BROTHEL? YOU CAN'T BE UP TO NO GOOD!" You look at the other commoner and get into a defensive pose. The other one mutters. "Yeah! And since the rumors of what happened to that minstrel's wife showed up... We can't taking any chances." The guard, almost bored, draws his shortsword and sighs. "Uuugh, y-yer under, ahh, a-arrest, citizen. Gimme yer hands so I can get 'em tied, n' we won't... we won't be havin' no problems." What happened to the minstrel's wife? You don't dare to imagine.

You don't dare to ask either. You aren't sure you want to kill these men but if you have to, well, that's what you'll have to do. Maybe you could escape some other way, though.

What do you want to do?

>Pocket Sand one of them.
>Leg Sweep one of them.
>Slither up the brothel wall.
>Bribe them with a fistful of silver.
>Draw your dagger and get ready to fight. (You have a Dodge of 14)
>Just sprint the opposite direction.
>>
>>5085406
>>Slither up the brothel wall.
>>Just sprint the opposite direction.
Either of these.
>>
>>5085406
>Just sprint the opposite direction.
>>
>>5085406
>>Just sprint the opposite direction.
>>
>>5085406
>Slither up the brothel wall
>>
>>5085442
>>5085444

We're an idiot and have accomplished our primary goal, let's just book it.
>>
Rolled 18, 18 - 2 = 34 (2d20 - 2)

>>5085415
>>5085442
>>5085444
>>5085475
You've heard enough. You need to get the hell out of here.

>roll 1d20+6 to flee
>For running, every point of Dodge above or below 10 is a bonus or penalty. You have an initial bonus from surprise but they were expecting you to flee.
>>
Rolled 11 - 4 (1d20 - 4)

>>5085495
The guard is hungover and isn't a good condition to run. He's also surprised.
>>
Rolled 6 + 6 (1d20 + 6)

>>5085495
>>
Rolled 18 + 6 (1d20 + 6)

>>5085495
>>
>>5085495
>>5085500
You run around the brothel's corner and slip the guard, who doesn't move from where he stood to start with. Both of the men were pissed and already starting to chase you when you ran, and you managed to get a hundred steps when they move to cut you off.

Fuck. Both commoners look like they want to fight. You doubt they're killing mad but they want you hog-tied and in a tower cell. That won't end well for you. Fortunately for you, neither of these seem to know how to fight. There's no sign of the guardsman. You think he'll be here in a minute, maybe two at most. (3 turns)

You haven't been cornered yet.

>Pocket Sand one of them.
>Leg Sweep one of them.
>Stab one with the dagger, hopefully that'll make the other run.
>Slither up a house's wall.
>Throw some silver and sprint.
>Just sprint, it'll be tricky but you doubt these two are any quicker on their feet than the night watch back in the heartland.
>>
blast
>>
>>5085526
>Pocket Sand one of them.
We can leg sweep the other while he's blinded, and then book it before the guard catches up.
>>
>>5085526
>>Throw some silver and sprint.
>>
>>5085526
>Pocket Sand one of them.
>>
>>5085526

>Slither up a house's wall

Violently assaulting these guys will only trigger more guardsman to seek us out.

If we run, that's probably less heat overall for us and the new boss.
>>
>>5085526
>Pocket Sand one of them.
>>
Rolled 1 + 1 (1d2 + 1)

>>5085532
>>5085593
>>5085698
You swoop to the ground, grab a fistful of sand, and fling it in the first man's eyes!

>roll 12 or higher on 1d20+2
>>
Rolled 14 + 2 (1d20 + 2)

>>5085790
>>
Rolled 3 (1d20)

>>5085790
>>5085792
"AAAAAGH, FUCK!"

Now he's stumbling back and desperately trying to get his thumbs in his eyes. The second man's coming at you now, he has a knife in his hands and looks angry. You move to dodge.

>he must roll 14 or higher to hit
>>
>>5085794
He hesitates and fumbles, missing completely. His friend's staggering around and there's no sign of the guardsman. Right now he's on his own but so are you.

>Pocket Sand
>Leg Sweep
>Stab him
>Turn and run
>>
>>5085795
>>Turn and run
>>
>>5085795
>Turn and run
>>
Rolled 2 (1d2)

>>5085797
>>5085800
You spin and sprint the opposite direction. You run as fast as your legs can carry you...
>>
Rolled 2 - 2 (1d20 - 2)

>>5085803
And he goes to chase!

Nobody else is nearby and the guard's not in reach. All you have to do is outrun this townie. His movements are clumsy and slow, nothing like a coordinated cutpurse. Still, nothing's ever guaranteed.

>roll 1d20+6 to flee!
>>
Rolled 11 + 6 (1d20 + 6)

>>5085808
>>
>>5085808
>>5085812
>11+6 vs 2-2
>GREAT SUCCESS
You hear a loud thumping noise and some screaming. You spare a second to turn and see that he's managed to trip over a hole! You don't waste any time. You get moving. That bag was somewhere around...

>Perspective Swap

You are Melvin once again, as you have always been. You're waiting for the thief to return and just in the nick of time, he does, with a bulging bag over his shoulder. He slowly lays it down at your feet and looks unsure of what to do, so you grab the handle of your longsword and he falls to his knees. "Tell me, thief, have you finished your tasks?" He nods. "Y-Yeah!" You smile. "The bag then, it's full of food?" You know the answer before he says it. "YEAH! Ch-Chock full! As much as ah could buy!" You open the sack and look inside. Bread. Very good. "How much did you buy?"

"Uh, 4 silvers, 20 coppers... About enough for three weeks, maybe." You imagine it could go longer than that if they weren't fed a full ration but you keep quiet for now. "What of the other task? These "strangers" of your partner's?" The thief nods frantically. "Yeah. Ah snuck in the-... uh... brothel, n' then ah stuck my ear up to their door and heard 'em talk a while." Intriguing. "Oh, dfid you now?"
>>
>>5085841
He looks up, not at your face but near so that you can see his, and then his idiotic accent changes, as he tries to mimic what he heard verbatim. (>>5085393) You listen cautiously and take everything you know into consideration.

>These strangers are siblings, "Willis" and "Sadie", who at least believe themselves to be the descendants of the original necromancer.
>They want to plunder the crypt as they see it as their birthright, validated by a "letter" of some kind. Willis seems to be having doubts, Sadie is extremely dedicated, though whether she's actually a blind idealist or was lying to her brother is unclear.
>"Willis" has a club and "Sadie" has a map. They, or at least, she, distrusts the Paladins and is convinced they could use the diary's powers to regain their father's "title", but the specifics were unmentioned.
>They believe they've uncovered the crypt's rough location and will be making an attempt to unearth its secrets tomorrow.

That's a fair amount of information. You consider it carefully. The thief's success also warrants consideration. Perhaps you should reward him somehow? He speaks up. "Uhhh, somethin' else happened. O-On the way out, ah mean." You look down. "Hmm?" He scratches behind his ear, almost like a dog, and his voice is faint. "Some of 'em tried to chase me. Two men n' a guard. They said they'd heard rumors of somethin'... happenin'.... to some minstrel's wife. B-but ah got away." You scratch your chin. It seems the seed of Gilberd's shame has begun to bear fruit. Fascinating.

But first, the thief.

>You're so pleased by the news you'll be fully feeding and freeing both from their restraints, though they'll be tied up after nightfall, of course.
>He'll receive full rations. Hell, the boy, too. Both are still staying under restraints.
>The boy will receive full rations. He'll get half rations, he's a hostage, not a prisoner.
>He'll receive full rations. The boy'll get half rations, he hasn't succeeded in his task.
>Both will receive half rations. Neither of them have done enough to warrant the cost.
>Both will receive no rations while you glut yourself. Imagine the looks on their faces.

Then there's the news of the siblings. There's a slim window of time, worth thinking about.

>You'll attempt to sneak up on them when there's no guards and follow them to the crypt.
>You'll confront them when they leave the town and intimidate them into your service.
>You'll ambush them both once they're vulnerable and take their little map for yourself.
>You'll ignore the news. The crypt could be dangerous and necromancy doesn't much interest you.
>>
>>5085845
>>He'll receive full rations. The boy'll get half rations, he hasn't succeeded in his task.
As far as the siblings go: approach them once they've left town; whether we can reach a civil agreement with them, intimidate them into service, or kill them and take the goods will remain to be seen. We'll take Groshnak with us and tie the thief and the kid up nice and thorough-like since they can't be trusted on their own just yet.
>>
>>5085849
+1
>>
>>5085845
>He'll receive full rations. Hell, the boy, too. Both are still staying under restraints.
>You'll attempt to sneak up on them when there's no guards and follow them to the crypt.

I'm imagining how sick the look on the faces will be when they have the sweet taste of victory right in the palm of their hands, then witness us stalking out of the shadow turning that taste to bittersweet ash with a dash of horror.
>>
>>5085845
>>5085849 +1
>>
>>5085845
The thief Neilson can receive full rations, but only for the night. If he want's more food, he has to continue being useful to us.

As for the siblings, >>5085849 is a good start, but lets make sure we can talk to Sadie alone if possible. She doesn't trust paladins, were an anti-paladin, it's a match made in hell. I think it will be easier to get her to trust us because of this.
>>
>>5085953
+1 for this particular approach!
>>
>>5085849
>>5085852
>>5085949
>>5085953
>>5085962
The thief… You never did ask his name. “What is your name?” “N-N-Neilson…” The thief, Nelson, he has done well. Both tasks he was given, he performed well and when set upon by armed men, he escaped without betraying your trust. Keeping this and his help during the break-in of the smithy in mind, you’ll be giving him full rations for the near-future. The boy, he hasn’t yet learned the orcish tongue. He’s not proven himself anything but a nuisance. If he wants food, he will earn it, but he is useful to you, so he will receive a half-ration to keep himself alive. Yes, this is reasonable. These siblings… You will not strike them but you will find them, when they leave Dalhurst tomorrow, you’ll show yourself to them and then… well, you’ll see what happens then.

You examine Groshnak. Your first friend and favored minion. He’s tearing the raw, rotting haunch of a donkey into several wet strands of gore with his fangs. You hear a snorting noise as he tries to slurp and swallow at the same time. Bold, brilliant, even, and he gives not a thought to the eyes of any other. If only your fellow humans could reach this level of self-confidence. You notice the wound on his chest, from the old man’s sword slash, while looking better than it would on most humans, has not yet healed. (Groshnak has 17/26 HP left). Taking the orc into battle could be dangerous. Of course, by all odds he won’t be in melee.

Your own injuries are negligible. The cut on your side has already healed and the scrape on your cheek is almost shut. Neither show any sign of infection. Still, they’re rather tender. (You have 26/28 HP left). Between your armor, your skill, and your presence, you have no doubt you’ll do well in combat. Especially with a pair of fools who think a stick of wood and piece of parchment with some scribbles on it are enough to ensure their safety breaking into an ancient necromancer’s crypt. You go to sleep and instruct the orc to awaken your for your shift, as is reasonable, and he understands that you’ll do the same for him, as is reasonable. The boy and the thief, Neilson, might choose to be unreasonable, and so they are tied until you can be sure they won’t be unreasonable. That’s only reasonable, and you aren’t unreasonable to those who aren’t unreasonable to you.
>>
>>5085997
Unless they’ve done something to frustrate you or it would be fun, but that’s not unreasonable, is it? Because you have a reason for your actions, then, it cannot be. It really is that simple. You go to sleep and wake up when the orc roughly, gently for an orc, tugs your leg. You take your watch and return the favor to Groshnak in a couple of hours. You spend some of the time watching the boy, wandering about his potential. Anyone who could learn so much orcish so quickly must have a sharp mind… A sharp mind, dulled to rubbish in a farm field. A shame, perhaps you could work as a whetstone to undo the damage that’s already been done and use his mind as a proper blade. Time will tell.

The next morning you awaken and have everyone consume a proportionate breakfast. The boy is upset that he’s only getting half as much food as everyone else even though there’s more than enough for you all. Good, maybe that will motivate him to do better. You tie them all back and get on the move, with the orc in tow. The slash looks better now than it did last night. (Groshnak has 19/26 HP left). You’re starting to think orcs are simply more naturally resilient than men.

You go laying in wait around Dalhurst before sunrise, to be sure you don’t miss any early movements. The town is bigger than any village you’ve ever been to but it isn’t that large, and most of the terrain is very flat and open. Between these factors you can keep a reasonable watch over most of the perimeter. It’s an hour after sunrise that you spot a couple of people moving. They walk on the road toward the heartland until they’re out of sight from the town and then they turn, moving in the wilderness to the west. Excellent. You and Groshnak come closer. You can see that these strangers are two younger humans. You doubt either is a day over twenty-five. From the distance, you can tell that one is sturdily built, with a club that looks almost… fancy… like it was taken from something made of very fine wood. That would be the boy, Willis. The other, walking just behind her brother, it’s difficult to make out her face from behind a map she’s staring at...
>>
Rolled 4, 19 = 23 (2d20)

>>5085999
That would be Sadie. Both of their clothes are also fine, excellent even, but you see that they’re dirty as any commoner’s rags and have patch-marks, here and there. Clearly, they were formerly wealthy and now diminished, laid low by choice or forced by circumstance. They would have to be fools to abandon fortune willingly so it must be the latter but… if there was a chance for unnatural power… You suppose it would be worth abandoning money. Gold can’t buy everything. Power, though, power can take anything.

They’re too close together for you to get the girl off to one side like you were hoping for. You can’t sniff their souls from here either. No matter. They’re coming closer, they’ll be at your hiding spot in half a minute or less. Groshnak keeps low to the ground, hidden in the bushes with his javelins. If things go badly, he will be a surprise. Under his yellowed eye, you take the crossbow in your hands, pointed down, and step out from behind a tree, right onto their path.

You grin ear-to-ear at the siblings. You’re wearing your fine nasal helmet.

Now, to see how they react to your presence.

>high is good (for You) low is bad (for You)
>>
>>5086000
>4: Near-Hostility
>19: Near Surrender

The man stops the moment he sees you. Every muscle in his body tenses and he grits his teeth. His sister bumps into his arm and starts to complain, "Hey, watch it-..." Then she sees what he's stopped for and her hands start to tremble. You can see her face now. It's painfully average but her eyes are bright, or give you the impression they would be, if they weren't wider than a saucer. The man steps in front of her. You see now that he's younger, by five years at least, but has a very well-developed physique for his age. Fit for a squire. Hell, he might be or have been one. At a glance, you would pin him around 18 or the like, and her in her mid-20s. He's visibly gripped by panic at the sight of you but unlike the commoners at the tavern or either of the thieves, he doesn't allow the fear to control him. Instead, he hefts the club in his hands, a former chair-leg, as you now can see, and barks. "HEY! Who the hell are you and what the hell are you doing here?" Sadie, you remember the name, is staring at you with a deep fear, deeper even than his, you think, but there is a hint of something else in it that you can barely see, hunger? Thirst, perhaps? "N-Now Willis, we... we don't want to antagonize this man..."

Your grin widens. You might as well answer his question.

>Fire a crossbow bolt into his chest!
>Draw your longsword and cut him down!
>Signal for the hidden orc to fling his javelins!
>Demand that they kneel or die, slowly.
>Tell them you're also seeking the crypt.
>Give him an actual answer. You doubt this will end peacefully either way.
>>
>>5086006
>Fire a crossbow bolt into his chest!
We only need one alive
>>
>>5086006
>Demand that they kneel or die, slowly.
>Tell them you're also seeking the crypt.
>Give him an actual answer. You doubt this will end peacefully either way.

I'm Melvin, and you have my book.
>>
>>5086006
>Tell them you're also seeking the crypt.
"Hello Sadie and Willis. I have been observing you for some time now, and I believe we can be...mutually beneficial to each other. I understand you distrust the paladins, well rest assured that I understand and share this distrust. In fact, without my assistance, I fear what the paladins will do to you once you enter the crypt. Oh yes, I know about your birthright. I have my own business that needs to be attended too in the crypt, but don't know how to get there. You know how to get there, but you two clearly can't defend yourselves from a wet rag. However, if we were to work together, not even the paladins could stop us. What say you?"

While we are taking a friendly tone, certain elements of this speech, like us mentioning their names when they haven't told us, or mentioning how we know about their plans, are meant to make them realize that we can/could make their lives hell if we choose to, and yet we're being friendly and approachable with them, making them simultaneously lower their guard and becoming terrified of turning us down.
>>
>>5086006
If we kill one, the other almost certainly won't work with us willingly and right now cannon
fodder for any traps in the crypts could proof useful so >>5086025 +1
>>
>>5086025
support
>>
>>5086025
+1
>>
>>5086025
+1
>>
>>5086025
Supporting this diplomancy.
>>
>>5086025
>>5086083
>>5086243
>>5086244
>>5086311
>>5086337
You have an idea. You know how you'll handle them both. They're listening, vulnerable to the trap of words you're about to spring.

>roll 8 and 4 or higher on 1d20+2
>need two different rolls
>>
Rolled 13 + 2 (1d20 + 2)

>>5086375

Covered
>>
Rolled 16 + 2 (1d20 + 2)

>>5086375
>>
Oo, I didn't miss too much. Nice.
>>
Rolled 3, 2, 4 + 4 = 13 (3d4 + 4)

"Hello Sadie and Willis." Both are visibly shocked, frightened even, that you would know their names. Excellent. That is the frame of mind you need to be in. Neither dares to flinch. "I have been observing you for some time now, and I believe we can be..." Now they've gone from frightened to terrified, they're hanging onto your every word and Willis' knuckles are white. "mutually beneficial to each other." Ah yes, a spark of curiosity in the kindling of horror.

"I understand you distrust the paladins, well rest assured that I understand and share this distrust." The boy is somehow made even warier but the girl's eyes turn sharp, suspicious in the same way as someone finding a gift too good to be true. "In fact, without my assistance, I fear what the paladins will do to you once you enter the crypt." Now both are disturbed, their fears are mixing. They have a past. "Oh yes, I know about your birthright." You do not but what matters is that they believe you do and you're sure they'll reveal the details on their own. "I have my own business that needs to be attended too in the crypt, but don't know how to get there." The curiosity catches flame, they burn with the need to know, and now feel a false sense of leverage to reassure themselves. "You know how to get there, but you two clearly can't defend yourselves from a wet rag." Simple, matter of fact, their hopes are dashed, the boy is ashamed, in denial, and the girl is coming to terms.

"However, if we were to work together, not even the paladins could stop us." Both are cautious, careful not to reveal their true feelings but you see right through them. They're afraid. "What say you?" Sadie curtsies with her dress, like you were some kind of nobleman, a lord or the like. You will be one day, by your own hand. "I... we, would be h-honored to have you accompany us..?" You sling the crossbow back over your shoulder and put your hands on your hips. "Melvin." She nods, as if she were a knowing sage and not a fool seeking powers she can't understand. "Melvin, yes, your sword-arm would have our gratitude." She bites her lip, an amateur's attempt at seduction or a nervous tick? "My gratitude." You close your smile some, by her intent focus you feel she's trying to grasp the source of the raw power radiating from every part of you. Of course, it isn't raw power or even pure EVIL, it's The Authority of the black stars etched into your soul, both and more. You instinctively know this although you can't logically explain it. If only you were strong enough to match your own aura.
>>
Rolled 1, 7 = 8 (2d12)

>>5086483
Willis glances at Sadie and then at you, and fearing her betrayal or out of some foolish instinct to protect her, he lowers his club. "And mine. Melvin. Keep to your word and when we've regained our father's barony you'll be well-rewarded. I swear it." They're the disgraced offspring of a baron, then? In the heartlands? The lowest-ranking noble landowner there is beside a knight, but they could be heirs to much wealth indeed. They might be worth keeping alive."Excellent. GROSHNAK! SHOW YOURSELF!" The orc stands and lumbers over to your side. Both are frozen in terror. Your friend flashes his fangs at the two, all of them. "Pay him no mind. He's my bodyguard. You see, he's a... misunderstood member of his barbaric race." The orc snorts. "You see, he's truly a... gentle, soul." Now you're struggling not to laugh so you turn and point in the rough direction they were walking. "Onward then!"

You draw your longsword. "To the crypt!" Each are too intimidated by the orc and your own force of presence to dare fleeing. Instead, they walk on, following and tracing a map you catch a glance of. Most it relates to the tunnels of what looks to be a simple underground complex but there is a sketch of a skull and crossbones in one corner, in what looks like a smaller section of what you imagine a bigger map would look like. They were already close. Galvanized by fear, they manage to reach a place of interest in merely four more hours of walking a very specific path. You think it would've taken weeks to find it on your own. There it is, a sunken hill in a barren field. No grass grows here and the only trees are dead.

You see a small hatch near the top and for a moment wish you brought the thief, for his expertise might've come in handy despite the risks. Even so, they seem to know what to do. Sadie, at least. She pulls on a necklace, pulling an ornate key from between her... meager assets. "This is it... Two years of searching and now..." Willis shakes his head. "We can't rush things. We need to be careful." She scoffs. "Brother, you are so cowardly sometimes. I've spent so many nights memorizing this map... I know the inside of that crypt better than you do the back of your own hand."
>>
Rolled 11 (1d20)

>>5086485
Frustrated, he looks at you, looks away from the orc, and back to Sadie. "There's no reason to trip at the finish line." He closes his eyes and sighs. "Melvin... You're the most dangerous man here. Not counting the orc. I think we ought to trust your experience. How do you think we should handle this?" Sadie huffs but doesn't dare to contradict him with you looming over her shoulder.

You scratch your chin and ponder your approach.

>Meticulous: You're going to check and double-check every inch of every room, tunnel, and speck of dust. You don't want to be surprised.
>Efficient: You're going to get in, check for traps, try to dispatch anything still walking, and move to the end. You'll have time to search later.
>Reckless: You're going to crack open the hatch and sprint through the tunnel, dodging traps and catching any monsters off-guard.

According to the map, there's only going to be enough space for a line in most areas. Each can only melee attack in front of the person in front of them, at most. Ranged attacks are risky. What order should you move ahead in?

>Willis: brave but cautious noble's son, strong and sturdy, he's wielding a chair-leg like a cudgel
>Mevlin: the most devilishly handsome aspiring dark lord in all the land, you have some actual armor and a crossbow
>Sadie: an ambitious noble's daughter, she's memorized the map but she's plain, so it will be no great loss if she's scarred
>Groshnak: an orcish coward, you think, still loyal to you and inhumanly powerful, has some javelins and it looks like he sharpened the shovel

Finally. Your methodology.

>Stealthy, for as long as possible, to slay as many foes as possible
>Bold, to take advantage of your force of presence, if possible
>>
>>5086488
>Stealthy
>Efficient

Lets go with the listed out order; Willis is smaller than Groshnak so we can work around him if it comes to a fight and less valuable to us... and keeping ourselves between him and his sister should make controlling him easier. Groshnak may be a coward and leaving him in the back might make it easier for him to run... but I trust him at our back more than these two.
>>
>>5086488
>Efficient
>Stealthy
Order: Willis, Melvin, Groshnark, Sadie
>>
>>5086488
>>5086504 +1
>>
>>5086504
+1
>>
>>5086504
>>5086515
>>5086583
You determine that you'll use means of stealth for as long as possible as efficiently as possible. Neither cowardly hesitation or breakneck pillaging serve your needs. That can wait. Willis will take point, being that he's a solidly built lad and it's "his" birthright, you'll lurk behind him with your longsword in hand, Sadie will read the map, instructing your course behind you, and Groshnak will hold the rear, to prevent an ambush or disloyalty from the siblings. Now that you're closer, you take a sniff of them both. Your nose curls at the boy, he is nearly pure, with a heart full of kindness and iron resolve. If not for his sister, you suspect he would be Paladin material. Though you notice a small taint, not malice but the slightest of doubts. Almost like he were trying to convince himself of what he "knows" is wrong.

For family's sake. How wretched. You can't imagine such a bond nor would you want one. Between your siblings, your mother, and your father... You've seen enough of your relations to last a lifetime. The girl is more pleasing, with a darkness in her soul almost greater than the thief you've taken prisoner, and he's a thief in league with the black dyad! It's clearer than day to you that Sadie is using Willis to her own ends, but if Willis is aware of this himself or blind to treachery from his own blood, you can't be sure. The party sets off to the hatch.

Moments later, the girl crouches down to unlock it, fumbling with the key. You notice not a callous on her hands, not even from sewing. The hatch cracks open and she steps back. Willis flings open the entrance, holding his weapon at the ready, and doesn't react when all that comes out is dust. You get the sense he's relieved. Sadie gets into place and whispers, somehow reaching all of your ears. "Down the hatch is a ladder that leads to a storeroom, it-... it doesn't mentioned what's stored. There are two doors, one to the left and one straight ahead. The one to the left leads to a tunnel that branches out into a corridor. The one straight ahead leads to a... burial pit." You scoff. "Let's hope they stay buried then." You clap Willis on the shoulder and he cringes in fear. "Alright. Down you go! Don't worry, I'll be riiight behind you." The boy looks very worried. You smirk as he shuffles down the ladder and climb after him, true to your word, and ready to stab him in the back if he should think to run.

>roll 6 or higher on 1d20+2 for stealth
>the average of everyone's stealth skill
>Willis is neither sneaky nor noisy. (+0)
>You're an expert by some dark talent (+6)
>Sadie has had some practice (+2)
>Groshnak is a massive orc (-2)
>If you roll below 6, roll 12 or higher on 1d20+6 to stay personally hidden
>>
Rolled 16 + 2 (1d20 + 2)

>>5086630
>>
>>5086488
>Efficient: You're going to get in, check for traps, try to dispatch anything still walking, and move to the end. You'll have time to search later.
>M,W,S,G
>Bold, to take advantage of your force of presence, if possible
>>
Rolled 14 + 2 (1d20 + 2)

>>5086630
>>
>>5086641
Willis is careful not to make a sound and you loosely mimic his movements. You step off with him and listen to the others, the girl is silent like you expected but for a moment, you're furious that the orc didn't come down with you. The coward! You'll climb back up and give him a piece of your min- oh. He's right behind you, holding the shovel. That means the ladder didn't creak beneath his weight....

Impressive. You look at the storeroom. Moth-eaten strips of cloth lining one wall, a cracked barrel full of mold, and a pair of barrels that appear intact. You attempt to use the tap of one to pour its contents into a cupped hand and are rewarded by a disturbance in the wood and a dollop of harmless, filthy black sludge. You scowl and flick it to the side. You notice a sack on the end of their shelf, and a few more in a small pile. You open the highest and look, rotten flour. None of the others are good either. You do some snooping and find that a few rocks in a bag are in fact ancient bread. Willis is keeping a close eye on both doors while the orc shuffles on his feet, you wager more terrified to intervene than uninterested in looting themselves and Sadie is too busy marveling at the fact she's here over the facts of what she's seeing. You think this room might have something of worth hidden away but like hell you're going to waste time scraping on your hands and knees for it. Enough of this. Sadie asks, whispering. "Which door?"

Both are cracked and decomposing but not yet to the point of crumbling.

>Straight. The burial pit might be interesting.
>Left. There might be a better yield deeper in.

Is there anything else you want to do before you leave the storeroom? Nothing is also a good answer.
>>
>>5086658
We'll be back with the thief and the kid to make them scrape around for goodies. We'll check the burial pit out then too, let's take the Left door.
>>
>>5086658
>Left. There might be a better yield deeper in.
>>
Rolled 1 (1d6)

>>5086666
>>5086677
"Left. The pit can wait." The others nervously agree and follow Willis, as he shoves open the door and advances into the tunnel....
>>
Rolled 10 + 2 (1d20 + 2)

>>5086682
And is set upon by a rotting hand! It clings to his arm and you watch, fascinated, as a drunken man stumbles into view. You realize, suddenly, that the interloper is missing most of his face and what's left is hanging off in strips. He's not drunk, he's a corpse! Willis doesn't scream, to his credit, but attempts to break the corpse's hold.

>he must beat 12
>>
Rolled 2 + 2 (1d4 + 2)

>>5086687
Willis slams his club into the monster's face, breaking its hold and stepping back. It moans with the hunger of a starving infant, but infinitely more sinister. You back up and see a second corpse, behind the first, in better condition were it not for the missing jaw. Something shoves it forward, snarling, and you realize with a start that there are three.

You examine the blow the boy dealt-
>>
>>5086694
>Crude Zombie is dealt 4 damage!
>Crude Zombie has 4/8 HP left!
>Crude Zombie is immune to stun!

You see that he struck with enough force to crack the skull and drive it back, but the abomination is unphased. There's no blood, no pain. It's as if it was never hit to begin with, and no sign but the crack now running down the side of its naked skull. The boy is horrified, the orc snorts in disgust, and the girl is audibly squealing in delight. "That's a zombie! Ju-Just like the tales! They were true brother, they were true!" The boy growls. "Take your tales and step back." The corpses are stumbling forward, slowly, careful not to jam themselves in the corridor. You have ample time to fight. Willis is steeling his nerves and the orc is about to take advantage of the shovel's reach.

What do you want to do?

>Put down the horror Willis struck
>Slash the next one coming through
>Get behind the orc and use the crossbow
>Attempt a Spine Snap on one of them
>Attempt a Crotch Grab, you doubt it will work but it'd be fun.
>Hmm... You notice they're not as ravenous as the stories mentioned...

>You encountered the wandering monsters much earlier than anticipated. Interesting.
>>
>>5086711
>Hmm... You notice they're not as ravenous as the stories mentioned...
They will bow, like all others.
>>
>>5086711
>Attempt a Spine Snap on one of them
>>
>>5086711
>>Hmm... You notice they're not as ravenous as the stories mentioned...
Also bash the second one through the door with the pommel of our sword; undead aren't vulnerable to piercing or slashing attacks.
>>
>>5086711
>Attempt a Spine Snap on one of them
>Hmm... You notice they're not as ravenous as the stories mentioned...

Breaking their spines will impress the siblings, and make them even more terrified to cross us.
>>
>>5086715
I mean, if we can pull it off without harming them, I say we should. But should our control fail, break it's spine.
>>
>>5086711
>Attempt a Spine Snap on one of them

Ten bucks the necromancy will require a sacrifice to acquire. I fear Willis is not long for this world, hehe.
>>
>>5086711
>Attempt a Spine Snap on one of them
>>
I love that Melvin's first response to zombies is to try out a new wrestling move on them.
>>
>>5086715
>>5086719
>>5086722
>>5086728
>>5086739
>>5086750
These corpses... These zombies... They are pathetic, rotten, worthless. Unfit to serve, unfit to kneel before your throne, when you have one made or stolen someday, but perhaps... Fit to slaughter your foes, once you've proven your strength! You lunge forth and try to seize the carcass with your bare hands! The others look on, unsure and horrified. You move too quickly for the others, maggots that they are, to interfere!

>roll 6 or higher on 1d20+2 to grapple!
>>
Rolled 4 + 2 (1d20 + 2)

>>5086764
I've rolled like shit this entire thread lets change my luck!
>>
>>5086766
My luck did not in fact change
>>
>>5086768
>>5086764
Nevermind I read that I needed at least an 6 not a 8. I just made it kek
>>
>>5086766
You still hit the DC.
>>
>>5086766
good thing zombies can't dodge for shit
>>
Rolled 10 (1d20)

>>5086766
>4+2 vs 6
>SLIGHT SUCCESS

The corpse lurches and sways, slipping out of your hands but for your hold on its threadbare shirt! That is enough! You pull tbe monster down as you take a knee, digging into its back with monstrous tenacity! None dare interfere, even the others have stopped, watching you. The zombie in your hands groans, tensing muscles and trying to break free! Clearly, testing your strength! This vermin dares to challenge your crown!?! You will show them, you will show them all!

>prove your might!
>defeat the zombie on 1d20+2!
>>
Rolled 3 + 2 (1d20 + 2)

>>5086776
>>
>>5086782
... welp, that was shit.
>>
>>5086776
>>5086782
>3+2 vs 10
>MODEST FAILURE

The corpse groans "Uuuuuugh" and wiggles! Gah! It's far slicker than it has any right to be! All you need to do is catch it at the right angle and then... "RAAAAAAGH!" The flesh on its back sloughed off and the momentum made it slide off! Damn it all! You had it dead to rights! NO! NO! NO! You stand on your feet, angry almost to the point of frothing at the mouth! AAAAAGH! It would've been so cool! It would've impressed Sadie and scared Willis and Groshnak would look at you like a god and you would get to feel cool and humble turning him down easy but noooo! No, no, no! This zombie just has to be so fucking rotten! Aaaaagh!

Groshnak grunts. "MEVLIN... NO DIE..." Ignoble gods, now the orc is asking you to be careful! The coward! Shameless, stinking coward! Aaaaagh!

You see the shovel blade thump forward.

>Groshnak has to beat 6 or higher
>>
Rolled 13 (1d20)

>>5086800
>>
Rolled 1 + 5 (1d3 + 5)

>>5086802
>>
Rolled 15, 10 = 25 (2d20)

>>5086802
>>5086803
>Crude Zombie dealt 6 damage!
>Crude Zombie has -2/8 HP left!

Damn it all! Now the zombie's skull is a mess of wet gore and the orc gets to look cool! It wasn't even a good strike! It was imprecise, obvious, he's just coasting on his strength! AAAAGH... You wish you had some bullshit ability the fates dropped into your lap like him... Uh... Besides The Authority, that is.

The remaining corpses lurch to you and to Willis!

>They must beat 13 and 11
>>
Rolled 48, 34, 59 = 141 (3d100)

Willis dodges but one of the corpses manages to get ahold of you!

>rolling to see if armor applies, as per >>5084042
>roll 1d6 to block
>>
Rolled 4 (1d6)

>>5086814
>>
Rolled 1 (1d4)

>>5086823
It passed even your buckler! Damn it! Damn it all!
>>
>>5086825
This is quite possibly the most upset I've ever seen a fictional character get at being hit for one damage.
>>
>>5086808
>>5086814
>>5086823
>>5086825
>You have been dealt 1 damage
>-1 from toughness!
>You have been dealt 0 damage!
>You have 26/28 HP left!

The corpse grabs your arm and squeezes, the entire thing is somewhat lazily done and you ignore it without consequence. There's an awkward silence in the air. Ahhh, you hope they aren't pitying you...

Eh, there's an entire crypt to make up for it and two more corpses, right here, right now!

How do you fight?

>Put down the horror that dared touch your skin!
>Slash the next one lurching at Willis!
>Get behind the orc and use the crossbow, he's not the only coward
>Attempt a Spine Snap on one of them, this time better.
>Attempt a Crotch Grab, you doubt it will work but it'd be fun.
>Somehow, you doubt they'll kneel for you now. At least, until you've done some more violence.
>>
>>5086835
>Put down the horror that dared touch your skin!
Massacre this fucker
>>
>>5086834
Melvin doesn't handle failure well, even minor ones, or imagined.

Remember we murdered a man, raped his wife, and burnt her and his son alive over a Cask of Amontillado tier perceived slight.
>>
>>5086835
> Put down the horror that dared touch your skin
>>
>>5086835
Start bashing skulls in with our pummel/buckler
>>
>>5086835
>Put down the horror that dared touch your skin!
Now that we know they're not slash resistant, we can just butcher them.
>>5086844
I know, I'm glad that it's only gotten worse since he got the Authority.
>>
>>5086835
>>Put down the horror that dared touch your skin!
>>
>>5086835
>Put down the horror that dared touch your skin!
>>
Rolled 19 + 2 (1d20 + 2)

>>5086840
>>5086846
>>5086851
>>5086853
>>5086854
You draw your longsword- aaaaagh, it's not even yours! You didn't do even most of the work killing the old man who owned it, and the orc knows that- he knows! Did he only let you keep it because you considered you weak? Damnation! GROSHNAK IS YOUR FRIEND! DAMN IT ALL! THE TRUEST FRIEND YOU'VE EVER HAD! YOU WON'T LET THESE THOUGHTS TEAR YOU AWAY FROM HIM!

You hate these stupid little thoughts... These tiny little doubts... Always poking at the back of your mind, always needling, just like your little, needle- no. You hate them so much you just want to kill them, kill them NOW, but they aren't here and that corpse... That lump of rotting flesh that embarrassed you, belittled you, mocked you with its dead, vacant eyes... is. It's about to die a second time.

>roll 6 or higher on 1d20+2
>>
Rolled 16 + 2 (1d20 + 2)

>>5086910
pretend its the thoughts, Mel
>>
Rolled 16 + 2 (1d20 + 2)

>>5086910
>>
Rolled 2 + 2 (1d4 + 2)

>>5086913
>>5086914
"AAAAAAAAAGH!"

>roll 1d6+2 for damage!
>>
Rolled 3 + 2 (1d6 + 2)

>>5086917
>>
Rolled 3 + 2 (1d6 + 2)

>>5086917
>>
Rolled 8 (1d20)

>>5086917
>>5086918
>Crude Zombie is dealt 4 damage!
>Crude Zombie has 4/8 HP left!
>Crude Zombie has been dealt 5 damage!
>Crude Zombie has -1/8 HP left!

Willis swings his club, cracking the jawless corpse in the temple and sending it staggering. You're overcome with frustration and pierce its heart to the hilt, but when you realize its worthlessness you loosen your hold, rip the blade out with a flourish and snap its neck with a frenzied strike from the edge of your buckler. It collapses, dead once more. The last zombie staggers forth...
>>
Rolled 2 (1d20)

>>5086923
Missing you completely. The boy readies a swing but the orc's shovel is already moving...
>>
Rolled 1 + 5 (1d3 + 5)

>>5086923
The flat of the shovel hammers its skull!
>>
Rolled 9 + 2 (1d20 + 2)

>>5086924
Or >>5086927 it would have, if the corpse didn't stumble at the last moment, forcing it to scrape the dust loose from the wall. Willis takes a swing.
>>
Rolled 2 + 2 (1d4 + 2)

>>5086929
And connects, mightily! You ready your own blade.

>roll 6 or higher on 1d20+2 to hit
>roll 1d6+2 for damage
>>
Rolled 9 + 2 (1d20 + 2)

>>5086931
>>
Rolled 6 + 2 (1d6 + 2)

>>5086931
>>
>>5086933
>>5086935
DECAPITATION
>>
>>5086931
>>5086933
>>5086935
>Crude Zombie is dealt 4 damage!
>Crude Zombie has 4/8 HP left!
>Crude Zombie is dealt 8 damage!
>Crude Zombie has -4/8 HP left!

Willis knocks the corpse in the back of the head. It stumbles and he grits his teeth. You get the feeling he could keep this up for hours, days even. So strong... so reliable... so noble... But it isn't the deeds of the strong, the reliable, and the noble that are written in song. No, that glory belongs to the mighty, the powerful! Those who aren't afraid to seize dominion! You swing the longsword with both hands, wielding it with all of your strength. It is a wild, reckless blow any warrior of skill could've deflected or parried, but this is no warrior of skill, this is a corpse, and now with a satisfying CHOP the head is rolling on the floor, dead once again.

>+3 XP, 29/40 XP to Level 4

You see the zombies are dead. Either they're unable to move or whatever force moved them was banished by violence. Your violence. You killed two. The others weren't any help at all, were they? Except for Groshnak, he nearly saved your life when that clever zombie rolled out of your expert hold... He did, yes, yes. That orc has been a tremendous boon, a life-saver, even. You'll reward him for this somehow. Willis looks at the decapitated corpse and says nothing, only wiping his club clean and peeking down the tunnel for further dangers. "Nothing else there." Sadie crouches over the scrawniest corpse, poking it and grinning with a sick, childish enthusiasm. "Eeeeeheeeeh." Her brother's back stiffens, but he doesn't move. Groshnak steps on the head of the one whose neck was broken, puts his weight down, and crushes the skull into gory powder. He makes the wheezing noise again, very faintly. It seems you've prevailed against the crypt, for now.

>Loot the motionless corpses
>Go into the left tunnel immediately
>>
>>5086973
>Go into the left tunnel immediately
Leave the molestation to the corpsefucker.
>>
>>5086973
>Go into the left tunnel immediately
>>
>>5086973
Loot them. Girl's going to try regardless and we might as well see if we can find something.
>>
>>5086973
>Go into the left tunnel immediately

We can pick through it later (or our minions), continue on so we can get the good stuff that we cannot trust the ingrates with
>>
>>5086976
>>5086982
>>5086984
You sheath your longsword, don't want to blunt the blade on some dirt, and snap the girl out of her giddy autopsies. "Back in line! We're moving." There are no complaints and you're moving again. You step into the left tunnel and realize you don't have a source of light. A rather frustrating delay... You're about to say something when Willis lights a torch from his pack. Excellent. You look down the tunnel and see there are two doors to the right side, three if a bend at the end of the tunnel is considered. There's some silence as everyone mulls it over. Most, the doors, Groshnak, whether a zombie's ripped leg is cursed. "The map?" Sadie responds immediately. "Yes! The first on the right is a jar-pantry. Second is... a sepulchre." You squint into the darkness beside the torchlight. It's comforting, somehow. You could hide in that, free from the light, free to do whatever you wanted without anyone telling you no. "A what?" Willis moves the torch to avoid a cobweb. Sadie explains. "A fancy grave." You consider this in full. "The fancy grave?" She shakes her head. Well, you don't see it but you imagine she does. "N-No, that's deeper. This belongs to someone else. You aren't satisfied. "What about the turn at the end?" It takes her a moment. "It leads to... another storeroom. There's three doors leading from that, down to a small room that doesn't have a description, left back to where the storeroom was but not connected to it, and right, to a laboratory. Maybe the laboratory."

Hmm, you're in charge so you decide which way is best.

>First door on the right. Jars could mean actual food.
>Second door on the right. A fancy grave... Might mean fancy loot...
>The right turn at the end of the tunnel. Best to get this over quickly.
>>
The previous fight drug out a little. Most fights with the undead are supposed to but I'll start rolling for the non-personal combatants and turns besides yours and logging them like with the old man to speed things up. Also to stop clogging the thread to a degree.
>>
>>5087028
>Second door on the right. A fancy grave... Might mean fancy loot...
>>
>>5087028
>Second door on the right. A fancy grave... Might mean fancy loot...
>>
>>5087028
>Second door on the right. A fancy grave... Might mean fancy loot...
>>5087030
That's a good idea, but you shouldn't feel like you're dragging things out since you're the fastest on the board currently.
>>
Rolled 9, 3, 8 = 20 (3d20)

>>5087032
>>5087040
>>5087073
Sepulchre... You like that word. It's ominous, powerful, almost as fun to shape in your mouth as speak out loud as mutilate, corrupt, or rape. Sep-ul-chre... "Nevermind the jars. We'll hit the sepulchre."

Willis reluctantly steps past the jar-pantry door without searching and you continue down the tunnel. The torchlight is dim and the floor, awfully dusty.

>roll 16 or higher on 1d20 to detect trap
>>
Rolled 1 (1d20)

>>5087087
>>
Rolled 2, 1, 3 = 6 (3d4)

>>5087087
>>5087093
You advance confidently, pushing Willis to the side as you step to the second door. "Ahahaha, you should've seen the looks on your faces when-" SNAP
>>
>>5087093
>>5087098
Melvin, stop embarrassing yourself please.
>>
>>5087098
>Trap Triggered!
>Wire Snare hits leg!
>You are immobilized!
>You are dealt 6 damage, -1 from toughness!
>You have 21/28 HP left!
"...FUCK!" white-hot pain lances up your leg, through your trousers on the calf. You stop and look down, your foot triggered a snare, a devious contraption of pointed wires threaded together. It's attached to a block of stone in the wall and you're in a serious problem. Unless it's removed, slowly, carefully, you're going to suffer more damage as it is and until you have, your movement is halted, effectively halving your ability to fight. You aren't sure if there are hooks synching it in or not. The others are slow to react. Sadie is first. "I-Is your leg-" "FUCK! FUCK! FUCKER!" You think you might be bleeding. Needless to say, your element of stealth is gone.
>-1 HP per turn, independent of toughness
Fuck. The girl recoils. "O-Okay..." You curse. "DAMN. DAMN! AAAAAAGH." Willis goes to bend down and look at the wire, but stops and stands back up. He's staring down the tunnel. Is that- "Can you hear that? A faint rattling sound, near the end of the-" You see something that should not be clatter into the far wall. The one you've just come from. All the bones of a person, stripped of the flesh and walking upright, animated by the most unholy sorcery, it wields a rusted fire poker and click-clacks the tip against its own ribcage. There are several more, you estimate from the noise you now hear. Its smiling face would be funny, if you weren't the butt of the joke. Behind you, Willis curses. "Noble gods, that means we're trapped." You spit on the floor. "No, I AM TRAPPED! You, and your blind sister are merely PINNED!" Willis recoils from your anger and turns to the other tunnel. Something stumbles into view. It's another corpse, fresher than the new arrivals, much like the ones you've already fought, this time missing an arm. A second one staggers, its dry entrails hanging around its own knees. They would be leaving that storage room, then. The sepulchre can wait. Right now you must fight. Or the others must fight, you must get out of the trap that by all rights should've snared Willis instead!

Who do you want to help you escape the trap?

>Groshnak. It will be quick, bloody, and painful... but it will be quick
>Sadie. Her fingers are too weak to work quickly but delicate enough there's no risk of damage.
>Willis. Fast, dependable, he'll get it done but might be surprised by the zombies
>Nobody. You'll do it yourself, you and your dagger. You need nobody else.
>>
>>5087124
>Willis. Fast, dependable, he'll get it done but might be surprised by the zombies
>>
>>5087124
>Nobody. You'll do it yourself, you and your dagger. You need nobody else.
We can tough it out, and the others really can't afford to be distracted right now.

I didn't want to metagame before, but now that Melvin has tasted his first attentiveness penalty I'm going to vote more cautiously.
>>
>>5087124
>>Willis. Fast, dependable, he'll get it done but might be surprised by the zombies
>>
>>5087124
Shoulda stole the greaves too, boy-os.

Sadie should disengage the wire, if she wants to become a Lady Necromancer she's going to have to get used to doing gruesome work anyways. Let Willis and Groshnak handle the minions.
>>
>>5087124
>Willis. Fast, dependable, he'll get it done but might be surprised by the zombies
>>
>>5087143
changing my vote to this
>>
>>5087143
Changing my vote to this as well.
>>
>>5087143
>>5087151
>>5087153
You try to clear your head. The wire scrapes at your sinews and you forget about clearing your head. You get angry. "Listen to me, Sadie." You suck air through your teeth and she shudders. On either side, Willis and Groshnak get ready to start breaking heads.

"Y-Yes, Melvin?" You snarl. Aaaagh, that hurts. "If you want to be a lady necromancer you need to get used to doing dirty work. Unhook my leg." She winces. "Your leg?" "YES. There's no time to waste. You look at the tunnel. Corpses are coming closer. It looks like Willis has 2 zombies to worry about and Groshnak has... You can't tell at a glance. 6? meatless zombies- "skeletons... Just like the tales." That foolish whore had better focus on your- ah, skeletons, Groshnak has about 6 skeletons to deal with. You aren't sure how dangerous they are relative to the zombies or if you've stirred anything else in this crypt with your shouting.

What do you want to do?

>Focus on being as still as possible to ease Sadie's work.
>Use one of your daggers to try and loosen the wires.
>Take out the crossbow and put a quarrel in something's skull.
>Get your sword ready, just in case one of the foe gets past them.
>PERSPECTIVE SWAP
>>
>>5087168
>>Take out the crossbow and put a quarrel in something's skull.
That or perspective swap.
>>
>>5087168
Forgot to mention
>You have been dealt 1 damage!
>You have 20/28 HP left!
Even considering his chosen profession, Melvin is a very resilient man.
>>
>>5087168
>Take out the crossbow and put a quarrel in something's skull.
Who said we were out of the fight?
>>
>>5087168
>Take out the crossbow and put a quarrel in something's skull.
>>
>>5087170
>>5087179
>>5087181
You take out the crossbow and scowl. Damn them, damn them all. Below, she's just started to try and pull on the wires. Her fingers are so weak it's infuriating. It's a shame she isn't prettier, maybe then you wouldn't be so frustrated with her inability. Hell, if she were uglier you think she'd make for a better black magician. Really, nobody likes the average. Nobody cares. "Hsssss..." "I-I'm trying, I'm trying!"

>You have been dealt 1 damage!
>You have 19/28 HP left!

You unsling the crossbow and pick a target.

>Zombies
>Skeletons

Neither have shuffled into melee combat range yet, but the skeletons are quicker and you see Groshnak swing his shovel... only to miss and bury it in a wall. FUCK. The orc doesn't seem very concerned, just pissed. Below, Sadie is scrambling to perform a task of actual necessity for the first time in her vapid life. The fool.

>roll 6 or higher on 1d6 to free Melvin from the wire trap!
>each turn you spend will give a +1 bonus, each 1 is a -1 and extra point of damage
>>
Rolled 3 (1d6)

>>5087190
>>
Rolled 3 (1d6)

>>5087190
There's more Skeletons and our boy Groshnak might need a minute to yank his shovel out of the wall (and we like him more).
>>
>>5087190
>Zombies
>>
Rolled 5 (1d6)

>>5087190
>Zombies
>>
>>5087195
The skeletons might be resistant or harder to hit.
>>
>>5087192
>>5087195
>>5087196
>>5087199
The skeletons look wily and awfully frail. It's a snap decision but you aim for the fresher dead. On your leg, you feel the wires getting slightly less tight. Aaaaagh, what a torturous device! You'll need one for your castle one day...

>You have been dealt 1 damage!
>You have 18/28 HP left!

You put your cheek on the stock... ignore the pain... aim carefully... and...

THUNK

>roll 6 or higher on 1d20+2 to hit
>the penalty for shooting in the dark is negated by point blank range
>roll 1d6+2 for damage on a hit
>roll 6 or higher on 1d6+1 to free Melvin!
>>
Rolled 4 (1d6)

>>5087190
>>
Rolled 19 + 2 (1d20 + 2)

>>5087212
>>
Rolled 6 + 2 (1d6 + 2)

>>5087212
>>
Rolled 7 + 2 (1d20 + 2)

>>5087212
Fun
>>
Rolled 3 + 1 (1d6 + 1)

>>5087212
>>
>>5087218
HEADSHOT
>>
>>5087214
>>5087217
>>5087218
>Crude Zombie is dealt 8 damage!
>Crude Zombie has 0/8 HP left!

You lower the crossbow and stare at the corpse furthest from you. There's a quarrel sticking out of its eye socket. A perfect shot, but did it- and it collapses the instant after. That means your first shot with a crossbow was a kill. Very cool. You turn and see three fiendishly coordinated skeletons wailing on Groshnak with various blunt instruments, who growls and ignores them as he takes his time ripping the shovel out of the wall. You see he twitches a little when one tries to stab him with a fire poker, but all the same. The zombie you didn't shoot is currently being beaten into the dirt by Willis. He seems to be a competent fighter. If only he wasn't so hung up on empty morals and the like.

Sadie...

>You have been dealt 1 damage!
>You have 17/28 HP left!

Sadie is doing her best. "Uuuh... Uuuh..." To her credit, the wire is getting looser. You need to make a choice.

>Reload the crossbow (2 turns)
>Draw your sword
>Help her out
>>
>>5087233
Help her out. That HP drain is stating to get concerning.
>>
>>5087233
>Help her out
>>
>>5087233
>>Help her out
>>
>>5087241
It figures that the first thing to significantly damage us would be an inanimate object.
>>
>>5087233
>Help her out
>>
>>5087241
>>5087243
You loosen your leg and shimmy a dagger under the wire. That lifts it a little which makes it easier for her to get her fingers underneath. In turn, that should make it easier for you to-

GRRRRRRRAAAAAAAGH!

>You have been dealt 1 HP damage!
>You have 16/28 HP left!

To get free... It still hurts.

>roll 5 or higher on 1d6+2 to free Melvin!
>>
Rolled 6 + 2 (1d6 + 2)

>>5087257
>>
>>5087233
>Help her out
Also, yell at Willis to help out Groshnak
>>
>>5087258
"Aha! There it is!" You scowl, gritting your teeth. "There wha-?" SCHNICK OH SWEET RELIEF! The pain is gone! All that's left is an ache and that wire... Ah! You can move your leg again. You see there'll be a nasty scar there. You reach for the handle of your sword and Sadie puts her fingertip on the edge of your hand. Only the bliss of not having pointed wire digging into the tender part of your leg keeps you from backhanding her for such disrespect. "What? What is it? The dead walk, I need to put them down!" She's fumbling in her pack for something. "I-If you stop, I mi-might be able to staunch some of the bleeding!" You look. They're still fighting the corpses, though it looks like they're getting the better of it that could change.

What do you do?

>Let her tend your leg. Might heal some or all of the blood loss damage.
>Get into the fray! You can sleep it off later!
>>
>>5087265
>Let her tend your leg. Might heal some or all of the blood loss damage.
>>
>>5087265
Let her tend to us. Let's use the time to reload the crossbow.
>>
>>5087268
+1
>>
>>5087268
this
We have the technology.
>>
I've got work tomorrow morning and need to sleep before I go unconscious, but we'll continue the crypt as soon as I'm awake.
>>
>>5087275
Sure thing, OP. Get some rest, sweet dreams and all that.
>>
>>5087265
>>Let her tend your leg. Might heal some or all of the blood loss damage.
>>
>>5087275
Good night OP. Loving the quest so far! please don't die Groshnak
>>
>>5087268
Support!
>>
>>5087265
>Get into the fray! You can sleep it off later!
>>
>>5087268
support
>>
File: Map of the Crypt.png (55 KB, 2000x1398)
55 KB
55 KB PNG
It'll be a minute before I can update next but you would've gotten a look at Sadie's map at some point. Some things aren't marked, some things may or may not be mislabeled. Do with this knowledge what you will.
>>
>>5087268
>>5087271
>>5087272
>>5087278
>>5087353
>>5087564
"...Then do it." Insults can wait until after she's done. You get on your knee and start fumbling with the crossbow. You have almost no idea how the machine is operated outside of the most basic hearsay and what you can intuit just looking at it. You aren't loading it as fast as you think you can, to say the least.

Sadie is scrambling to patch your leg. You watch the ongoing fight between Groshnak, Willis, and the corpses. Groshnak swings his shovel through a skeleton's skull and dodges a crazed swing from another, but two more clack their jaws and strike him head on. From the frustrated howl, you suppose they struck home. Willis swings at the remaining zombie but his blow goes wide. You start to pull back the string. Sadie is fumbling with a clean rag, possibly putting theory into practice for the first time.

>roll 12,16,20 or higher on 1d20+2 to heal Melvin's leg
>>
Rolled 1 + 2 (1d20 + 2)

>>5087675
>>
gods fucking damn it
>>
Rolled 13 + 2 (1d20 + 2)

>>5087675
>>
Rolled 4 (1d6)

>>5087684
>>
Rolled 17 (1d20)

>>5087675
I'm trying to be nice and refrain myself from complaining but hot damn are our non-combat rolls hot dogshit.
>>
>>5087691
I mean, we've been spitting in the face of the noble gods all this time, so we should probably expect for bad stuff to happen to us.
>>
>>5087691
Eh, it adds spice to the story; wouldn't be a very good one if we were successful all the time.
>>
>>5087684
>>5087689
Sadie stops with the rag. You keep loading the crossbow and snarl. "What is it?" You hear her voice, it's even more nervous than usual when addressing you. "...M-Melvin, I'm n-not sure how to tell you this, but..." You pull the string and growl. "BUT WHAT?" You feel her fingers prodding your leg, alongside something cold. "There's a... a h-hook in your leg. It broke off from the wire and looks like it has two prongs." You take a deep breath. "...well then?" The boy's older sister groans. "We're going to have to remove it. Otherwise it'll work its way deeper and shred your muscles when you move." You scowl. "WELL? THEN? DO IT YOU FOOLISH WHO-" RIP "AAAAAAAGH!"

>You have been dealt 4 damage, -1 from toughness!
>You have 13/28 HP left!

"I'msosorryI'msosorryI'mso-" SMACK You slap her out of her rambling and return your attention to the crossbow. "You have a needle and thread?" She's holding her cheek, like she isn't staring at a horrific wound. "y-yes..." "Then. STITCH. IT. SHUT. Gah! I'm surrounded by fools!" You feel another, tinier needle, fucking NEEDLES, stab into your leg and start to thread itself. Fuck, looks like you'll need to take some time to rest and recover after this. You see at some point during this shitshow Willis caved in the zombie's skull and rushed past both of you to help Groshnak. Looking at the dust where the top of a skeleton's skull used to be, you aren't sure he needs it. Willis makes a hefty crack on one skeleton after it whacks him in the shoulder but doesn't drop it in one blow. Makes sense, he's only human after all.

>roll 1d3 to see how many more turns you'll be held in place while she stitches you shut
>roll 12 or higher on 1d20+2 to shoot a skeleton
>roll 1d6+2 for damage on a hit
>>
Rolled 11 (1d20)

>>5087707
>>
Rolled 3 (1d3)

>>5087707
>13 hp left and we got a whole crypt to get through
Shieeeet.
>>
Rolled 6 + 2 (1d6 + 2)

>>5087707
I'll roll for damage, since we did hit.
>>
>>5087711
>>5087717
>>5087730
>Frail Skeleton is hit for 8 damage!
>Frail Skeleton has -4/4 HP left!

You pull the crossbow string, straining until you hear a CLICK then you put the stock to your shoulder and aim. The skeletons are moving constantly so you must be cautious...

THUNK

There's nothing left of the skull. Your second ever shot with a crossbow was also a headshot. Despite the liquid agony coursing through your leg, you feel fairly smug about that. You watch the melee continue, Groshnak is taking a beating but is so infuriated he resorts to swinging the flat end of the shovel- shattering a skeleton's spine in a single blow. Willis is gouged with a fire poker and misses, grunting in exertion. "AH!"

Below, Sadie manages to stitch your wound shut. Now, your leg is free and you can move it freely. You reflexively feel of the injury, there's a lot of blood and even from the outline of the thread you can tell it's a hideous wound. There's no doubt. When it's healed it'll make for a badass scar. Almost worth what it took to get it. You see there are only three skeletons left and none of the zombies. Groshnak and Willis probably have this taken care of but your sword arm so fiercely itches...

>Dive into the fray, slashing and killing!
>Stay back and reload the crossbow.
>>
Raw Combat Log:
>Groshnak swings his shovel at skeleton, rolls 1, loses turn
>Willis swings his club at zombie, rolls 9, hits for 3+2 damage, zombie has 3/8 HP left
>You shoot your crossbow at a zombie, roll 19+2, hit for 8 damage, zombie has 0/8 HP left
>Skeletons swing improvised weapons at Groshnak, all three roll 17 (no shit), hit for 1, 2, and 3 damage, -2 from toughness per attack, Groshnak is hit for 1 damage, has 18/26 HP left
>Crude Zombie swings at Willis, rolls 14, hits for 2 damage, Willis has 15/17 HP left
>Willis swings at zombie, rolls 15+2, hits for 3+2 damage, zombie has -2/8 HP left
Groshnak swings his shovel at skeleton, rolls 13, hits for 2+5 damage, skeleton has -3/4 HP left
>Skeletons swing at Groshnak, roll 11, 3, 14
>Groshnak swings his shovel at skeleton, rolls 18, hits for 3+4 damage, skeleton has -3/4 HP left
>Willis swings his club at skeleton, rolls 2, misses
>You start to reload your crossbow (1 turn left)
>Skeletons swing improvised weapons at Groshnak, roll 2, 13, 17, hit for 2,3 damage, -2 from toughness, skeleton rolled 2, 2 damage is dealt, Groshnak has 16/26 HP left
>Skeleton swings improvised weapon at Willis, rolls 16, hits for 3 damage, Willis has 12/17 HP left
>Groshnak swings his shovel at skeleton, rolls 15, hits for 1+5 damage, skeleton has -2/4 HP left
>Willis swings his club at skeleton, rolls 15, hits for 1+2, skeleton has 1/4 HP left
>You fumble with your crossbow from the pain (2 turns left)
>Skeletons swing improvised weapons at Groshnak, roll 9,14, hit for 3 damage -2 from toughness, Groshnak has 15/26 HP left
>Skeletons swing improvised weapons at Willis, roll 4,16, hit for 2 damage, Willis has 10/17 HP left
>You pull the crossbow string (1 turn left)
Groshnak swings his shovel at skeleton, rolls 19, hits for 4+5 damage, skeleton has -5/4 HP
>Willis swings his club at skeleton, rolls 7, misses
>You pull the crossbow string into place (0 turns left) You aim and shoot, roll 13, hit for 8 damage, skeleton has -4/4 HP left
>Skeletons swing improvised weapons at Groshnak, roll 8,11, hit for 3,1 damage, -2 from toughness, skeleton rolls 2, 2 damage dealt, Groshnak has 13/26 HP left
>Skeleton swing improvised weapons at Willis, rolls 6, misses
>Your leg is stitched shut, you're free
>>
>>5087765
>Dive into the fray, slashing and killing!
Our boy has spent too long in the bone zone.
>>
>>5087765
>Dive into the fray, slashing and killing!

Kill kill kill
>>
>>5087770
>>5087777
You draw your longsword and charge ahead into the skeletons. The tunnel is cramped and you're unable to reach them head-on, but you can certainly cut and stab where Groshnak and Willis permit.

>roll 12 or higher on 1d20+2 to hit!
>roll 1d6+2 for damage!
>>
Rolled 2 + 2 (1d6 + 2)

>>5087788
>>
Rolled 2 (1d20)

>>5087788
>>
>>5087790
>>5087793
You swing your longsword at a skeleton, trying to avoid Willis and slash right over his head! Aaaaaagh! At least you aren't the only one to miss. The skeletons failed to hit, Willis missed, and Groshnak buried his shovel in the wall again. Now he's screaming- "RAAAAAAAAAAAGH!"- and you have an opening.

To hell with these infernal corpses!

>roll 12 or higher on 1d20+2 to hit!
>roll 1d6+2 for damage!
>>
Rolled 8 + 2 (1d20 + 2)

>>5087801
>>
Rolled 6 (1d20)

>>5087801
Yea, fuck this, I'm just gonna roll until we fucking get a hit.
>>
Rolled 8 (1d20)

>>5087801
>>
Rolled 12 (1d20)

>>5087801
>>
>>5087813
Fucking finally
>>
>>5087804
You swing, stabbing one in the ribcage... and hitting nothing. Just in front of you, Willis takes his vengeance on the corpse he struck earlier, cracking the skull in half. Groshnak struggles with the shovel and finally rips it out of the wall. Both remaining skeletons attempt to strike him but he steps back, causing both to miss.

>>5087811
You stab again, frustrated, and in the cramped confines of the tunnel the blow goes wide. Groshnak swings with thunderous power, missing by an inch, and Willis hesitates a moment to avoid having his club snapped in twain, causing a blow to miss.

>>5087812
Groshnak swings his shovel at a skeleton, catching it in the bottom of the jaw and splitting its skull in half from beneath. You dart forward and pierce the wind, as the last skeleton stumbles on dust right into Willis's club that cracks it open. Damn it all! You didn't get a single kill by your sword!

The corpses lie dead. There are many... You're responsible for some.

>+6 XP, 33/40 XP to Level 4

You lean against the wall and assess the situation...
>>
Raw Combat Log:
>You swing at a skeleton, roll 8, miss
>Skeletons roll 5,3 to hit Groshnak, missing
>Skeleton rolls 7 to hit Willis, misses
>Groshnak swings his shovel at a skeleton, rolls 1, loses turn
>Willis swings his club at a skeleton, rolls 4, misses
>You swing at a skeleton, roll 10, miss
>Willis swings his club at a skeleton, rolls 17, hits for 2+2 damage, skeleton has -3/4 HP left
>Groshnak swings his shovel at a skeleton, rolls a 4, misses
>You swing at a skeleton, roll a 6, miss
>Willis swings his club at a skeleton, rolls a 4, misses
>Skeletons swing improvised weapons at Willis, roll 14,13, hit for 2,3 damage, Willis has 5/17 HP left
>Groshnak swings his shovel at a skeleton, rolls a 17, hits for 1+5 damage, skeleton has -2/4 HP left
>You swing at a skeleton, roll an 8, miss
Willis swings his club at a skeleton
>>
>>5087847
>>5087851
You see that Groshnak has been poked, battered, and has a nasty cut from somewhere. He doesn't seem much phased, about in the condition that he was when you finished your fun at that homestead. (13/26 HP left)

Willis on the other hand is exhausted, you see at least two serious wounds and his face is bruised. His eyes are determined but you know it wouldn't take much. You also know that you don't care. (5/17 HP left)

You think of yourself, that trap made mincemeat of your leg, you feel a little woozy, and you're out of breath. You know you could go much farther, though not without risk. Groshnak's eyes give the same impression. (13/28 HP left)

Sadie on the other hand, seems guilty for no reason and happy to be alive. You're sure she would be torn apart in an actual fight but there is a certain resolve to her. (6/6 HP left)

You need to decide what to do. If you advance deeper into the crypt, you won't have to wait but you'll be at no small danger if further combat ensues. You aren't sure there are many more corpses in the crypt, judging by the feeling you've gotten so far from its size and the girl's map, but you weren't expecting the wires either. If you left and tried to camp, you could recover, perhaps quicker if Sadie was able to help you with what she knows (1+1d2 HP recovery per day) but you would have to explain the thief and the boy to her and to Willis. You think she'd take it well but he might need to be dealt with. You don't have any doubt you could tie him up as easily as the others. Maybe he could be conditioned into common sense over time. You don't know if Sadie is strictly loyal to you either, but she is terrified and could be trusted not to run. Especially after what she's seen today. You might have to pass on that medicine caravan even if all goes well. You're simply not in the shape to fight a squad of armed men with any reassurance of safety.

What do you want to do?

>Leave the crypt for now. Bury the entrance hatch under dirt and come back later. You doubt it will be in any worse shape after a week than it has after centuries. The siblings will need some explaining or handling.
>Press on into the crypt. There may be further dangers but there will be further rewards too. The orc is tough and if things get bad, you could always sacrifice one of the two to save your own skin.
>>
>>5087860
>Leave the crypt for now. Bury the entrance hatch under dirt and come back later. You doubt it will be in any worse shape after a week than it has after centuries. The siblings will need some explaining or handling.
I believe we might have some... choice words for Sadie.
>>
>>5087860
>Leave the crypt for now. Bury the entrance hatch under dirt and come back later. You doubt it will be in any worse shape after a week than it has after centuries. The siblings will need some explaining or handling.
never go full greed.
>>
>>5087860
Hm, weren't there paladins enroute to the crypt? Let's find out if the siblings know when they're expected to arrive and make our decision based off that:

Paladins expected within the next fortnight: make a defensible space in the crypt to camp and cautiously press forward once we've had a day or two of rest.
Paladins expected after that point: leave the camp and regroup with the others.
>>
>>5087867
leave the crypt not leave the camp. ffs.
>>
>>5087860
>Leave the crypt for now. Bury the entrance hatch under dirt and come back later. You doubt it will be in any worse shape after a week than it has after centuries. The siblings will need some explaining or handling.

Better than being wiped here, but goddamn, what a shitshow.
>>
>>5087867
switching to this
>>
>>5087867
+1
>>
Rolled 9 + 4 (1d20 + 4)

>>5087864
>>5087865
>>5087867
>>5087872
>>5087873
>>5087876
You're frustrated at needing to stop short but it's better to take a breather for a few days than risk ending your life at a rusted blade. "Sadie..." She turns away from her brother's wounds to look at you. It's strange that they're siblings yet nearly a decade apart in age. Perhaps the nobles do things differently. "what is it?" You scowl, she's almost been whispering since you slapped her out of her nonsense. Willis is leaning on a wall and looks over at you. "Yeah?" You grit your teeth, the leg still stings. "The Paladins... They were searching for the crypt, yes?" The girl nods while the boy tries to rub a clean rag over a shallow puncture wound. "That being so... When are they expected to arrive?" They take a moment, glancing at each other, to respond.

>high is good, low is bad
>the paladins being in the heartland and the exact location being unknown helps
>>
>>5087905
So 13 days? Hm. That's borderline, really. I say we carve out a defensible space in the jar pantry--there may be healing potions or something in there and there's only one entrance--and set up camp there. Then we have Groshnak stay with the siblings and go back to fetch the thief and the kid; rogues usually have trap-detecting skills and now we know there's trap (which means proceeding carefully) so Neilson will make himself useful. Kid's linguistics skills may be useful too depending on what there is to interpret in the crypt.
>>
All caught up now. It was a good read, reminds me very much of that Fighter quest that ran a while ago, the one with the vampires.
>>
>>5087905
Willis is the first to speak. "My sister... She wanted to embark when she first heard rumors. We'd been preparing for a couple of weeks at that point, fr-from the letter, because we knew it wouldn't be long before the crypt was-" The girl speaks up, more boldly now. "Desecrated." He nods. "Yeah. We thought it'd be... a long time before the Paladins got there. They're already busy with shit they know is real... Murders... Heresy... Rumors aren't much. Still, they're serious rumors. True, too. Haaagh..." You scowl. "So when will they send a serious response?" Sadie answers. "Uh... aft-after studying some, we thought they would get enough Paladins to send a search party in about a month." You wait. "That was a week ago. We took a fast horse to get here..." Willis can't even bring himself to curse. "And you- frickin' sold it too. For books!" The girl shrugs. "Books of value! Embalming methods... Suturing guides... Valuable, valuable things!" He looks at his chair-leg, deflated. "...I don't even know why I came here. You people are terrible... I should've just signed up for the army and-" You shake your head. "The army is terrible. You hardly get to kill anything. Just march everywhere and listen to an old fool bark foolish orders. It's a waste of time. I wouldn't bother. Willis looks almost hurt by your honesty.

Three weeks then, give or take, before the Paladins send a search party. They'll be on fast horses too, and they're notorious for their efficiency. You could leave the crypt completely and it wouldn't be long for this world. Then there's that black dyad boss, but if he's going to be here it'll be sooner than that. You still aren't sure if you want to make good on mutilating Neilson. The thief is a fool but he has been useful for you so far.

You have a modest window of time. What's the plan?

>Make a defensible spot in the crypt and stay the night before going further.
>Send the siblings out on their own, with the promise to regroup in a week. Best not to take any risks.
>Take the siblings with you, back to your camp... with its prisoners. How do you want to break that to them anyhow?
>>
>>5087930
>Take the siblings with you, back to your camp... with its prisoners. How do you want to break that to them anyhow?
Just knock em out cold
>>
>>5087930
>three weeks
Yeah, let's regroup with a week. We'll think of something to explain the kid and Neilson by then.
>>
>>5087930
>Send the siblings out on their own, with the promise to regroup in a week. Best not to take any risks.

They know we can be of good help, and Sadie will at least be reluctant to part with us.

They have their own lodging and we skip out on the risks of explaining to Willis why we've taken prisoners. As is he probably wouldn't tolerate us having outright done evil things if he talks to the prisoners. He has an intuitive understand that we are evil and intimidating probably, but rationally I doubt he considers us to have done anything evil yet.

I don't recommend knocking them out as >>5087935 suggests because then we may take further damage and they certainly will, this will set us back as we only heal 1 HP per day. We need to recover in time to either be ready for the caravan, the paladins, or another sortie into the tomb to get to the prize before the paladins arrive.
>>
>>5087930
Is there any benefit to keeping them alive? Is her map finished?
>>
>>5087930
>Take the siblings with you, back to your camp... with its prisoners. How do you want to break that to them anyhow?
Tell them that we found the boy alone in a burnt village, but when we tried to help him he attacked us, so we were forced to tie him up until he tells us what happened to the village
As for explaining Nielson, we'll say that we caught him trying to steal from us, so we tied him up and will send him to the authorities once we're finished with the crypt.
>>
>>5087945
Extra bodies between us and the undead and a potential ally in a budding Lady Necromancer. Y'know, if we decide against keeping it for ourselves/lack the ability to invoke these specific dark powers.

>>5087947
Or that he's working off the attempted theft; invoking authorities seems counter intuitive for Melvin.
>>
>>5087930
>>Take the siblings with you, back to your camp... with its prisoners. How do you want to break that to them anyhow?
smack em. we'll break them in a week.
>>
>>5087945
The map is very old and comprehensive, unless there is something hidden that the original mapmaker didn't know of or didn't want to include. You could take it from her fairly easily. Concerning the benefits, they're both a risk, Willis to a much greater degree, but are both able to fight, not known outlaws, literate and, at least in theory, able to make use of the diary if it's found. You never received a formal education as a commoner but there's a wide range of literacy among commoners. I could've sworn I mentioned if you could read or not earlier or not in the thread but ctrl+f hasn't found anything so it seems like it never came up. We'll roll for it now.

Give me a 1d20. On anything below Completely Literate it will take you anywhere from a few months to a year or two get there.

>1-4: Completely Illiterate
>5-8: Can Recognize Name
>9-12: Can Read but not Write
>13-16: Can Read and Write, poorly
>17-18: Completely Literate
>19-20: Completely Literate and well-read
>>
Rolled 19 (1d20)

>>5087973
>>
Rolled 9 (1d20)

>>5087973
>>
>>5087974
Melvin is not only completely literate, he'd very well-read, meaning that he spent his childhood stealing books and reading them. Due to this, he has a +4 to gleaning knowledge from books and remembering things that were regularly written among texts spread among commoners. He was mocked for this and it at least partly fueled his resentment.
>>
>>5087974
>>5087983
Who knew Melvin was a smartypants? Nice.
>>
>You aren't a scholar so you don't know. Hell, you aren't even literate enough to write your own name.

Melvin is very well read but alas has never learned how to spell the word Melvin.
>>
>>5087993
Maybe he pathologically repressed knowledge of his ability to write in order to make it through his time in the army and only remembered he could read when it became necessary for his ambitions.
>>
>>5088000
checkem numbers
>>
>>5087993
Ah shit, that's right, I KNEW that I mentioned it somewhere. In lieu of that, he's illiterate but as per, >>5087974, will get an extra skillpoint next Level as a consolation, because that's fucked.

I'll redact >>5087983 and say he was mocked for not knowing how to read. That might be because he didn't care to read. That might be because he never got the opportunity to read.
>>
>>5088006
Nice, the one thing better than knowledge: POWER!
>>
>>5088006
That's a shame, I quite enjoyed the characterization of Melvin being literate and well-read, partially for it being unexpected and partially because I like the idea that he originally stole books like a nerd.
>>
>>5087935
>>5087947
>>5087953
It's a difficult choice but in the end, you decide it's best to keep these two under your thumb. Willis in particular, he's almost lost his nerve putting down corpses. If you spent a week apart who could say he wouldn't stab his sister in the back and run straight for the guard tower? There's no other way to be sure. "...None of us are in any shape to keep going. We'll go back to my camp, stay there for the next week, and recover from our wounds." The girl interjects. "But what about the tavern?" You scoff. "What about it? You don't have a booking, do you?" She shakes her head, "No, bu-" You interrupt. "Then it's settled. We're camping." Now Willis looks a little smug. It seems he's more accustomed to roughing it than his sister, but as a former commoner, roughing it is what you've spent most of your life doing. You can't imagine the conditions Groshnak is used to and you don't want to, but the camp is probably a fair bit more comfortable.

You all very carefully leave the crypt and close the hatch. Groshnak is confused by what you want him to do with the shovel, until you make a scraping motion with your hands and his eyes widen like he's had an epiphany. Perhaps he thought it was some kind of weapon, not a tool. The crypt is buried in very short order. You let her keep the ornate key for the immediate future, to not arouse suspicion. Now you need to decide how to handle these two.

>Feed them lies about the thief and the boy. They're both "criminals" you're holding until they've worked off their "debts."
>Be honest about the situation. You're a murderer, rapist, kidnapper, torturer, orc-fren, thief, arsonist, and maybe the chosen of some ignoble god, and if they're not fine with that they can leave.
>Knock them both unconscious while the orc holds them down and tie their hands and feet. You'll break them in, you think that's the saying for it, sometime later.
>Kill them both once their guard's down. Their family drama bores you and their corpses could have Groshnak in fresh dinner for days.
>Only knock Willis unconscious and bind him, Sadie will get the truth, she might understand better.
>>
>>5088080
>Knock them both unconscious while the orc holds them down and tie their hands and feet. You'll break them in, you think that's the saying for it, sometime later.
Simple and always works
>>
>>5088080
>>Knock them both unconscious while the orc holds them down and tie their hands and feet. You'll break them in, you think that's the saying for it, sometime later.
>>
>>5088080
>Feed them lies about the thief and the boy. They're both "criminals" you're holding until they've worked off their "debts."
>>
>>5088080
>>Feed them lies about the thief and the boy. They're both "criminals" you're holding until they've worked off their "debts."
When we get back talk to the thief and the boy about what the official story is, what the consequences are for lying, and that if he follows along the boy'll get full rations.
>>
>>5088080
>>Knock them both unconscious while the orc holds them down and tie their hands and feet. You'll break them in, you think that's the saying for it, sometime later.
>>
>>5088080
>Feed them lies about the thief and the boy. They're both "criminals" you're holding until they've worked off their "debts."

They can doubt us all they like, it is just to keep them quiet.

We should have a talk with our hostage and prisoner. Integrate them into our little gang, do some minor killing with some isolated homestead, build their confidence in us as a leader, show them the benefits for them. Get the boy to get used to doing evil, accustom the thief to having a real strong leader and the rewards to defeating people and battle and controlling whether they live or die and being able to do anything to them. Beats just taking their coin purses any day.
>>
>>5088080
>Knock them both unconscious while the orc holds them down and tie their hands and feet. You'll break them in, you think that's the saying for it, sometime later.
I don't think they'll believe a young boy is an indebted criminal.
>>
>>5088080
>Feed them lies about the thief and the boy. They're both "criminals" you're holding until they've worked off their "debts."
I worry about the ratio of willing minions to captives.
>>
>>5088131
Exactly. As low as our and Groshnak's HP is I don't want to take chances, even if the only one that might be a threat right now is Neilson.

>>5088110
Has a point too. It'll be harder to turn those two into willing minions if we come back with more prisoners.
>>
>>5088080
>Feed them lies about the thief and the boy. They're both "criminals" you're holding until they've worked off their "debts."
>>
>>5088093
>>5088096
>>5088110
>>5088131
>>5088144
It's simple. You'll feed them full of lies that the boy and the thief are both thieves, held captive until they can work off their debts. This is a particularly easy lie, because the thief is an actual thief and the boy... this might be a particularly difficult lie, come to think of it. Ah well, if that doesn't work you'll brute force them the hard way.

>roll 12,16,20 or higher on 1d20 for Willis
>roll 6,10,14 or higher on 1d20 for Sadie
>>
Rolled 18 (1d20)

>>5088179
>>
Rolled 9 (1d20)

>>5088179
What fun
>>
We're very legit and trustworthy check out this criminal child we have tied up in the woods.
>>
>>5088181
>>5088182
>18 vs 12,16,20
>GREAT SUCCESS
>9 vs 6,10,14
>SLIGHT SUCCESS

"Before we go to my camp, I need to tell you something." The party stops in a hilly patch of bushes. Groshnak's knuckles tense on the shovel, waiting for a cue to murder them. The siblings are listening closely, but so is the orc, for a cue to murder them. You have the feeling he's wanted to murder everyone you've seen so far beside yourself, and even then, that was only after you convinced him to befriend you. An exceptional circumstance, from the tales you've heard orcs aren't the friendliest creatures.

"There's no easy to way to explain this, but we have two prisoners tied up there." The pair get suspicious, Sadie looking at you quietly and Willis laying a hand on his club. "Prisoners?" You nod grimly. "Yes, a pair of thieves from the black dyad. A man with hair like straw... and a boy." Both look at you incredulously. The sister speaks up, shocked. "You have a boy, tied up back at your camp?" You look at them both, purse your lips, and nod. "I'm afraid so. From what I've found, the boy is an orphan the thief took under his wing, to teach him his tricks and raise him like an apprentice." The man looks to be taking this much better than you were expecting. His sister is less believing. "A boy!? But why would he be-? Wh-Why would you even hold him prisoner?! Noble gods, what about the authorities?" You shake your head. "They tried to steal from me in town so I took them both. I'm holding them until they can work off their debt, in part because their mafia owns the authorities..." Willis spits on the soil, full of contempt. "It's true. The black dyad bribes guards, steals jewels, even traffics scrolls. I wouldn't put taking children past them."

She looks even more surprised at him. "Brother, are you serious?" You don't answer her question to finish your sentence. "...and in part, because I don't agree with the authorities." Willis answers her. "Why wouldn't I be? If he brought a thief-child to the captain of the guard, what do you think would happen?" She hesitates. "Well... I-" "Really, what do you think would happen? He would be arrested, that's what, and they would walk. The law out on the borderlands doesn't help anyone but itself." You smile. "I'm glad you're understanding, Willis." He shakes his head. "No. Keeping a boy tied up doesn't sit right with me, but if the alternative is letting a mafioso whisper lies into his ears... I see you had no other choice." You take on a serious tone. "They'll try to lie to you if they think they can get away with it. They'll say anything. Even that me and the orc worked together to rape their mother and burn their homes. It's horrible but it's true. They have no shame."
>>
>>5088292
If your helmet was visored you would have a shit-eating grin. "Can I trust you not to free them?" The brother sets his jaw, determined. "Don't worry... I understand, I'm not the gullible sort." The sister looks like she suspects the truth but glances at the orc and thinks better of it. "After the crypt... you can trust me not to betray you."

Excellent. "That's a relief. Alright, let's move." About four hours later you walk back into your camp to find the thief taking a nap on a tree while the boy stares at a smoldering campfire. When the child realizes you're here he flinches, but when he sees the siblings he becomes excited. "H-HEY! That man is a killer! He killed my family! Burnt our homes and didn't even steal anything!" Willis bares his teeth and mutters darkly. "LIAR! Dirty, lying, SNAKE! Melvin has already told me I everything I need to know about you. Save your lies for a fool who'll believe them." The boy sits, mute, and slowly curls into a ball. You can hear him sobbing. Willis is clearly hurt to hear it but Sadie leans in closer. "Don't worry child. We'll get you away from that dirty man soon enough." When she stands, looking away from where her brother can see, she winks.

Damn. You grin and wake the thief. You force the boy onto his feet, then take them both off to the side and a few minutes later, they've been briefed on the "correct" narrative. The boy looks at your boot, trying not to think about the bloodstains. "Pl-Please don't cut out my tongue. I swear it was just a slip. I-I wasn't thinking." You laugh. "Ha! I know you weren't. But you're a clever boy, and now..." You show him one of the daggers and chuckle. "...Now you will, understand?" The boy nods his head. "I... I understand." Neilson stares ahead, completely silent for a minute, as he processes what he's seen. "...Ah don't know if the boss can handle you. You're maybe more than he can handle. Maybe." Heh.

>+1 scumbag XP, 34/40 XP to Level 4

Both of them go back to the camp and, at least openly, behave themselves. Groshnak seems violently frustrated to see so many humans in one place, though he seems to hate the boy the least. The girl... You aren't sure, his staring at her could mean any number of things. You come back and see the siblings are pitching a tent or rather, Willis is pitching a tent while Sadie watches. You sigh, finally letting your guard down for the first time after entering the crypt. You're in the clear. For a week now, unless the search party finds you but you'll worry about them then.
>>
>>5088295
How do you want to spend the week?

>When time-skipping every day has 4 time units, morning, noon, afternoon, and evening, that can be spent doing something. All 7 days need a schedule, but it can be the same schedule without any issues. Since the thief and boy are your prisoners, you decide their schedule You can also decide Groshnak's schedule, otherwise he'll choose his own.
>You can train in a class, getting 1d* XP, where the number of sides on the dice are how many time units you've spent training for that day. For example, if you spent the morning and noon training, you'd get 1d2 XP. You can also train someone else, giving them a +1 bonus for every time unit spent if they're training in your class or halved, for a very closely related one. You can also train a skill you don't have, much slower, at a halved bonus if you have some context, a barbarian learning to sneak for example, or at a quartered bonus, requiring a full day for 1 XP if you have no context, such as a barbarian learning to read.
>You can socialize with someone, slowly corrupting their morals and befriending or intimidating them into loyalty. To take an easygoing farmer to an infant-torturing fanatic would take a long time. The Authority makes this much easier. The process isn't any simpler but its effects are much quicker and much stronger.
>You can do chores, generally making life somewhat easier and making the camp slightly better predisposed to you, not aligned or loyal, at the cost of some time. You can also do nothing, to relax and enjoy some time off. There's no strict gain from this outside of an extra +1 to HP regain if an entire day is spent resting but you'll likely be pissed over time if you don't rest any. Then again, you might not. Maybe you're a dedicated servant of Evil, who eats, sleeps, and breathes to despoil the world of that which is noble. Maybe you don't care about lower causes except what they can do for you.
>Lastly, you can scout, which takes an entire day to do but if successful, can find a new target to raid or catch a search party before it finds your camp. You can also patrol, which warns you of search parties if they're not well hidden but also doesn't help you find raid targets, or take an entire day of your time.
>>
>>5088296

I would probably suggest splitting our time between learning to read, learning to speak Orc, and corrupting Sadie to our cause. She's basically halfway there already.

The boy should learn Orcish and Neilson should improve the camp and keep a patrol with Groshnak.
>>
>>5088296
I like willis he can make a good blackguard with necromancer sister.

Lets see we get 1d2 hp a day right? So with 7 days we should get 10 which is fine

>plan make friends and train to level 4

Morning 6x train 1x chores
Noon 3x socialize with willis 3x socialize with sadie 1x chores
Afternoon 3x socialize with orc 3x train with orc 1x chores
Evening rest x3 4xtrain with willis


Basic logic get in good with necro couple and orc. Fuck the theif and kid they are P worthless. Also train to level 4 and get orc and willis some bonding xp. In thinking we can get willis to like us.
>>
>>5088296
Corrupt everyone, with a focus on Sadie. Rest as much as we can until most of the week has passed, then begin training and doing chores as well.
>>
>>5088315
Willis seems to be a good guy with actual morals and convictions, so it would probably be easier just to betray him at earliest convenience.
>>
>>5088319
He is also in great physical condition, almost perfect for becoming a paladin... or an anti-paladin.
>>
>>5088296
Hm. We're going back to the crypt with everyone, so I want to be sure the kid--and to a lesser extent Sadie--can defend themselves; maybe spend afternoons doing that, giving them a rough lesson in how to fuck shit up. Let's also see if we can get Neilson to teach us a bit about lock-picking or how to build/detect traps in the evenings... As far as the morning/noon-time block let's alternate that between extra rest and personal training--maybe stealth and combat; last update on our character sheet is: >>5080928 btw--and patrol-time with Groshnak/perfecting our Orcish.
>>
Something else to consider is that the boss will be coming sometime before the week is over, so we might want to frontload our training and resting so we have an extra wad of hitpoints for that encounter.
>>
>>5088323
Ah, forgot to set schedules for the thief and kid. Kid's on clean-up duty; if he can keep up with the training and the chores then he'll get full rations. Rest of his time should be spent mastering Orcish. Thief's on look-out/patrol duty or teaching us thief-tricks duty.

>>5088324
We gave him a month, don't think we have an actual time-frame for him arriving.
>>
>>5088320
He already has shown a distaste for traditional authority. So we just hone that and have him give in to a more violent nature.

>>5088296
Do we do schedules for the others?
>>
>>5088296
What would basic trap detection skill cost xp wise for Melvin?
>>
>>5088296
Here's my idea for a schedule:

The boy will learn more about, and teach us Orcish with Groshnak in the mornings. He can help with chores for the rest of the time units.
In the evening and noon, Groshnak will stand guard.
Willis will stand guard patrolling in the mornings and in the afternoon, while helping out with chores in the morning.
Nielson can help out with chores the entire day
We will spend the noon and afternoon socializing/corrupting Sadie, and spend some extra time resting during the evenings.

I probably forgot something but I think that's a decent baseline for a schedule for the week.
>>
>>5088296
>>Only knock Willis unconscious and bind him, Sadie will get the truth, she might understand better.

Morning 5x train in literacy with Willis' help 1x chores
Noon 6x with sadie 1x chores
Afternoon 3x socialize with orc 3x train with orc 1x chores
Evening rest x3 4xtrain sadie in combat

Win Sadie, and we win Willis (for as long as we need him). Make her (and us, and our orc) more survivable and we don't need Willis. Become literate, and Sadie will have less leverage over us (AND we'll get closer to making nerd-Melvin a thing
>>
>>5088324
>>5088327
When you ask, Neilson estimates the boss will arrive at Dalhurst in two or three weeks. If he will. He also begs you not to follow through on your promise to mutilate him but you don't think anything of it.

>>5088331
Sadie and Willis will choose their own schedules but you can command them to follow a different one. This would worsen your relationship if they disagreed with you very much and you didn't convince them. Socializing with them doesn't interfere with their schedule and improves their relationship with you. The Authority is a multiplier for it, at minimum doubling your impact.

>>5088340
There's no reason you couldn't train in skills independent of a class so I'll say that to increase a skill, you need to get additive 10 XP per Level of the bonus. To get +1 Lockpicking, you would 10 XP, and then 20 XP for +2, independent of your class XP. The skill bonuses you get from reaching the next Level are flashes of unnatural insight, from your innate talent or something darker. Because they're both niche, I'll say that lockpicking also applies to handling traps and pickpocketing to sleight of hand, concealing something or tricking someone, for example.
>>
>>5088296
>Rest all day today, socialize with the siblings
>Train the next day, socialize with the thief and the kid
>Repeat the above cycle for the remaining days.
>>
>>5088399
>>5088323
I definitely want us to reach level 4 and be back to 20+/28 hp by the end of the week, I also want a firmer hold on our most questionable minions--Neilson and the kid--and a proper foothold with Sadie (if we can do that training her and the kid in combat then great, if we have to socialize then so be it). I don't think Willis is really going to be open to joining up with us despite his anti-authority/anti-mafia/anti-corruption bent, but we can try. Some bro-time with Groshnak--especially because we know the guard in town are looking for us--wouldn't be amiss either.

I mean, that's where I stand if we can't reach a consensus on the actual schedule.
>>
>>5088430
Honestly, I'm in the same boat (with the exemption of Willis, I think we can use his connection to his sister to our advantage), which was why I went with the simple all day approach, resting and socializing with one group all day, then the next training and socializing with the other all day, and just repeat the cycle until we're ready. We can add Groshnak to the thief-kid group if you want.
>>
>>5088437
The problem with Willis is that all of his anti-authoritarian sentiment rests on his belief that the authorities are immoral and unethical.
We could probably turn him against the authority, but that's not really what we'd want.
We're actually capital E Evil, not the banal kind that comes with complacency and corruption, but an actual serial murderer. He's not going to join us just because we distrust the city authorities, and the only reason why he's going along with his sister is that she's framed everything in the most noble way possible.
Sadie is an aspiring evil necromancer, Willis just doesn't know yet.
The moment Willis catches on to how fucked everyone around him is, he's going to bug out.
>>
>>5088453
Isn't that more incentive to prioritize Willis then, to corrupt him into a serial killer? The road to hell is often paved with good intentions, and all we really need is to taint him enough that evil becomes his new normal. I'm not saying that we tell him upfront everything at once, but we can gradually push him into this life, especially with our Authority at least doubling our social effectiveness.
>>
>>5088457
>>5088453
Can't we sense evil? Which one had the more evil aura again?
>>
>>5088464
Sadie, but we should still corrupt both.
>>
>>5088457
I mean that's a cool idea, but I don't think Melvin has it in him to pull off a long con like that right now.
Remember that we get xp from commiting atrocities. Acting like a good guy long enough to slowly corrupt a morally upright dude is going to cause problems for us.
Sadie is basically looking for any excuse to go mask off evil necromancer at this point, so it would be much easier just to dispose of this dude instead of dealing with the whole albatross of hiding the fact that we love rape and genital mutilation.
>>
>>5088296
Melvin
> Spend six timeunits on training.
>Socialize with Sadie and Wilson three times each and with Groshnak once.
>Spend one time unit on chores.
>Rest for a total of 2 days
>Spend the rest of the time learning to read.
Groshnak.
>Have him divide his time between scouting, patrolling and training with one day to rest.
The boy.
>Have him learn Orcish and do chores for the entire week.
The thief.
Scouting and patrolling whenever Grosnak spends his time at the camp and doing chores whenever the orc is out
>>
>>5088479
yeah I agree. I feel like both are corruptible though, but also remember, we have to meet the mafia boss fairly soon. We have to make sure that the one/both that we are corrupting are totally fine with our depravity because if their not, shit is going to go down badly for us. If we divide our attention between the two, I don't think we would have enough time to corrupt them fully before time runs out.
Therefore, I feel like we should just focus on one, and since I believe a necromancer has more use to us then a serial killer, it should be Sadie (although both have their uses don't get me wrong.)
>>
>>5088296
How are you going to tally votes for this one?
There isn't really any consolidation of plans right now.
>>5088488
Sadie has unique skills, Willis has a table leg.
I can see the use in a guy like Willis, but getting people like him on our side is something we should do once we have ourselves established.
>>
>>5088479
We're not trying a long con, we're simply ingraining ourselves on them, making a some connections and relationships. Our Authority will already help in this regard, it won't be much of a problem.

>>5088488
I think that logic is flawed. If one is pre-disposed to evil, then you focus on the other one, because Sadie doesn't have a moral objection against our actions currently, only Willis may. Ergo, the focus should be on Willis to maximize our corruption of both siblings.

>>5088497
We need more willing men with us, and while a necromancer would be useful later on, she's currently a liability in a fight while Willis is an asset. We need another frontline fighter, especially since Grosnak is more of a ranged fighter than a CQC fighter.
>>
>>5088508
There are plenty of goons in the army, the mob, at the docks or in the field. Not all of them will have Willis' moral hangups.
>>
Question: Why don't we make Willis and Sadie fuck each other?
>>
>>5077804
>>5081260
both ghostbins are 404'd, in case nobody knew
>>
>>5088833
Yeah the whole site's down and possibly gone.
Online media is transient.
>>
>>5088296
I'll support >>5088486 since I'm too lazy to form a schedule plan of my own.

I still want to scout out a target to raid to break in the thief and the boy, but I'm not sure anyone else wants to do that or even thinks it is worth it to try and convert them.
>>
>>5088868
I mean, I do. The kid's young enough we can turn him--not trusting him in town any time soon--and his linguistics skills should prove useful down the line depending on the direction we ultimately go in, while Neilson's already proved useful and that he knows his place. He still wants out but that can change.

Of all of our minions/prisoners the most time sensitive are Sadie and Willis with Neilson as a solid third. The kid we can take our time on with, I just want him capable of basic self defense before we go into the crypt (unless we decide to leave him behind again).

>>5088437
Eh, it's the sibling connection that might screw us out of getting Sadie on our side (especially since she was so sympathetic to/defensive of the kid). It'll probably be wisest to let Willis remain in good standing with relatively unsullied morals so that he can go back to the heartland and regain his title while being predisposed to sympathize, at least a little, with us.

>>5088488
I think we can at least spin the meeting with the Black Dyad boss in our favor for Willis since he's already expressed anti-Mafia sentiments. It would depend on how we wanted to play the boss-meet, though, since getting the Dyad under our thumbs or making a deal with them will sour things with him and potentially blow up in our faces.

>>5088787
Exactly, and in the outlands there's plenty of bandits and small-timers we can use as cannon-fodder or as a foundation for our territory/kingdom of evil.
>>
>>5088878
And speaking of the kid and Sadie: the kid think's Sadie's on his side--and she's the closest thing to a sympathetic mother/big-sister figure he's had since he lost his family--which could, depending how this week goes, actually happen. She's already sympathetic to/defensive of him--probably just because he's a kid--we can probably play them off one another if we take him with us when we go back to the crypt... ultimately making both easier to control. All "defend Sadie while she takes a closer look" to the kid and "keep an eye on the kid" to her, especially if we tell her the alternative to keeping the kid with us is tying him up and leaving him without food/water.
>>
>>5088497
I was planning on taking the majority vote or if there wasn't one, finding the aggregate of everyone's opinion. Looks like I'll have to tally everything.

>>5088833
That's unfortunate.

>>5088850
Nah, it looks like the site's fine. I should've saved the text but I thought it'd be fine given that was no detail on anything. I'll have to find somewhere else to upload them as best as I remember and any future atrocities.
>>
Nevermind >>5089065, this schedule had a vote >>5088486 here >>5088868 and is the only one that did so we'll run with it. There'll likely be more time-skips in the future.
>>
>>5088486
>>5088868
This is the rough schedule.

Melvin-

>Monday
>>Morning:
Train (Fighter)
>>Noon:
Train (Fighter)
>>Afternoon:
Socialize (Sadie)
>>Evening:
Socialize (Willis)

>Tuesday
>>Morning:
Train (Fighter)
>>Noon:
Train (Fighter)
>>Afternoon:
Socialize (Sadie)
>>Evening:
Socialize (Willis)

>Wednesday
>>Morning:
Train (Fighter)
>>Noon:
Train (Fighter)
>>Afternoon:
Socialize (Sadie)
>>Evening:
Socialize (Willis)

>Thursday
>>Morning:
Chores
>>Noon:
Socialize (Groshnak)
>>Afternoon:
Training (Read)
>>Evening:
Training (Read)

>Friday
>>Morning:
Training (Read)
>>Noon:
Training (Read)
>>Afternoon:
Training (Read)
>>Evening:

>Saturday
>>Morning:
Rest
>>Noon:
Rest
>>Afternoon:
Rest
>>Evening:
Rest

>Sunday
>>Morning:
Rest
>>Noon:
Rest
>>Afternoon:
Rest
>>Evening:
Rest

Groshnak will be training for half the time, scouting the other half, and resting for one day. The boy will be learning orcish half the time and doing chores the other half. Neilson will be scouting half the time and doing chores the other half. Willis is going to be training and doing chores. Sadie will be socializing, when she isn't teaching Melvin how to read, and doing some chores near the end of the week.

Does anyone have any objections or amendments they'd like to make to the full schedule? If nobody has any in an hour, I'll update and we'll continue.
>>
>>5089081
Maybe socialize with Neilson on Friday? In that open evening slot (which I'm guessing is a typo). That or seeing if he'll teach us to detect traps.
>>
>>5089086
Yep, that was supposed to be Training (Read). You can Socialize with Neilson on Friday. He's too afraid of you to rebel but he's not actually loyal to you at all.
>>
Rolled 15, 52, 84 = 151 (3d100)

>>5088486
>>5088868
>>5089081
>>5089086
You plan out a rough idea of what you'll be doing for the week. Training, corrupting the siblings, and resting at the end. The boy continues learning orcish while Neilson and Groshnak alternate between patrols.

>roll three 1d2 to Train (Fighter)
>roll four 1d20 to Socialize
>roll 1d3 and 1d2 to Train (Read)
>>
Rolled 2 (1d2)

>>5089209
>>
Rolled 9 (1d20)

>>5089209
>>
Rolled 3 (1d3)

>>5089209
>>
Rolled 1 (1d2)

>>5089209
>>
Rolled 13 (1d20)

>>5089209
>>
Rolled 1 (1d2)

>>5089209
I'm guessing it was one of each on the Reading?
>>
Rolled 15 (1d20)

>>5089209
Fun
>>
Rolled 19 (1d20)

>>5089209
>>
Rolled 94 (1d100)

>>5089209
Hmm...

>>5089218
Per day for the bonuses from training for that day.
>>
Rolled 1 (1d2)

>>5089209
I think we need one more of these.
>>
God what an unoptomized plan we went with. Spreading the training out over several days gives us more xp and we didn't need to rest nearly as much to get full hp only 3 times. Voters here are so often braindead.
>>
>>5089261
But we needed a full day of rest to really gain more HP, so unoptomized plan was going to be an issue.
>>
>>5089210
>>5089213
>>5089218
>Train (Fighter)
You train casually for the first few days, sharpening your skills in the morning and noon. You feel that you're near the cusp of reaching a breakthrough but part of you is antsy. It's been days since you last murdered someone. Burning Gilberd's wife in front of a crowd was very pleasing but it has you craving more. More murder. More violence. You think you need to one-up yourself, do something worse, something viler than the torture and murder of the minstrel's wife and boy. Half-measures won't corrupt your soul. Your deeds must be greater, ever-greater, in quality or in quantity. You aren't sure why you need to corrupt your soul but the lure is powerful. You have dreams you can't explain, of black powers and twisted freedom that no Paladin can match. This all appeals to your sick mind. It isn't the discipline that keeps you training, it's the fantasy.

>+4 XP, 38/40 XP
>>
>>5089521
>>5089211
>Socialize (Sadie)
>>5089217
>Socialize (Willis)
During the afternoons, you talk to Sadie and Willis, apart from each other, of course, and really try to get into the nitty gritty of what makes them think. You learn that their family, the Hughes, have been suffering a gradual loss of their fortune over generations, going from a wealthy barony to near the level of wealthy traders, and that the royalty of the land ordered their father stripped of his title after he failed to pay a tithe for several years. Part of this was due to ill-advised business ventures but most was related to the family's extravagancies, mostly of food and drink. They ate like landed dukes in feasting season instead of the prosperous barons they were, year-round, for decades before it finally reached a head.

Both of them were disgusted with their father's irresponsibility and lack of care for the future, but they were far apart in birth and never very close until recently. Sadie hoped to marry into wealth and escape their failing fortunes but her average looks and family made that impossible. She spent years stewing in resentment, reading and studying to prepare for an inevitable fall, while Willis, the youngest man of the family, trained in the hopes of becoming a squire and getting knighthood to bring honor back to the Hughes. That ended when she received the letter, a mysterious envelope from no apparent sender, and read it to find that she was the inheritor to a "scholar of death's" estate, in the borderlands. Finding an opportunity and not caring about the letter's vagueness, she realized she didn't have the funds to buy a mercenary's loyalty and didn't need one, with her younger brother. After a few weeks of coming closer, she convinced him to abandon a promising career to help her seize their family's birthright and undo the mistakes of the past. You found this all mildly interesting but not worthy of much comment. She burned the letter when Willis finished reading it for himself and both insist it was legitimate, but the lack of details and her lengthy study leads you to some skepticism.
>>
>>5089522
In terms of actual corruption, you've convinced Sadie that you're the best hope she has for finding the necromancer's diary and she's eager to return, but you think she's more frightened of you than of what might be in the crypt. You think that's ideal. For Willis, you learn that he has a mild streak of glory-seeking, believing that the contents of the diary aren't important, but that the act of seizing the diary from the crypt and proving that they don't need their family to accomplish great things is the first step to rebuilding their legacy. You wouldn't call him prideful or vainglorious, the opposite even, but you get the impression that the shame of his father is a burden over his head and most of what he's doing now is an attempt to distance himself from his own perception of inherited failure. You dig deeper into that, telling him that only by having his own strength can he be independent, and that the family name isn't as important as the family's power.

You seem to have gotten through to him a little, but he's still trying to digest it and you have to be extremely careful not to frame it in a selfish way, otherwise, the backlash will undo your hard work. Slowly, he's begun to trust you as an acquaintance, albeit one he doesn't agree on most things with. By the end of your time you believe that it's possible to corrupt Willis, but that moving too fast or going too far would cause the entire attempt to fail. At a slow pace, desensitizing him to ordinary outlawry will take weeks. Getting him to actually perform Evil of the type you revel in would take a few months or more, and that's with The Authority speeding things tremendously. Of course, if you spent all of your time focused on it, that would shorten massively, to one result or another. Still, you could always use him as an unwitting tool, or better yet, dispose of him in his sleep. It's not like there's any shortage of violent men with strong limbs. Sadie on the other hand has some token barriers left from her upbringing but the necromancer's diary could work as a catalyst in shattering them.
>>
>>5089523
>>5089227
>Socialize (Groshnak)
You aren't really capable of talking to Groshnak so you don't hang out with him too much, but he's your one true friend and you make sure to set aside a few hours away from camp one noon for him. He seems bored and increasingly frustrated with the lack of rape and pillage but from listening to him ramble in orcish, you get the vague impression he understands that humans are weak and that humans take time. You promise that you'll do something eventually, through charades and saying the word rape a few times. He keeps pointing at his head then his crotch and grunting a specific word, increasingly angrily. You aren't sure what to make of that. In the end he pats you on the back and returns to his work.

>>5089230
>Socialize (Neilson)
You find Neilson and single him out. You don't ask him anything, you just sit and stare like you know he's done something. Eventually he breaks down and admits he's been talking to the boy lately, teaching him how to do some minor pickpocket tricks late at night. They've started to bond, him seeing the boy as almost a surrogate partner. He says that neither him or the boy are thinking about trying to escape, they recognize you're too dangerous for them to even try.

You don't think he's lying to you. When you ask him to show you the pickpocket tricks, he starts to weep, saying they're a trade secret he swore not to tell but when you threaten to cut his eyes out early, he crumbles. The pickpocket tricks are fairly harmless, the pull a copper coin behind an ear and slip mud into someone's pocket without them knowing, variety. Largely useless for your purposes but take the stress of the situation off of the boy. You know that if the thief becomes a father figure for him, that'll influence him considerably. Perhaps this bonding is beneficial to your aims. Neilson waits for you to praise or condemn him for it, you do neither and leave him in a state of doubt. You ask him what he knows about traps and desperate to prove his worth, he lapses into a bunch of highly technical lingo you're unable to grasp. You ask him if he can disarm the hidden devices of a crypt and he swears by the black dyad he can manage, as long as you don't torture him so soon. The thief is no threat. You leave him, sitting there, paranoid of what you'll do next. Pathetic.
>>
>>5089526
>>5089212
>>5089237
>Train (Read)

On the latter end of the week, you convince Sadie to teach you how to read by pretending to be ignorant, which isn't hard, since you are, and appealing to her sense of superiority. She's either blind or doesn't care that this would weaken her leverage considerably. Because you don't have any parchment or ink or a quill, she has you start on one of her books. A leather-bound text she says is about surgery. You don't understand anything but the sketches, but those are interesting. You particularly like the one of someone's hand getting cut open from the middle of the wrist to the middle finger, and the skin spread wide so that the reader can see inside. You keep at it for half a day after lowering yourself to chores and hanging out with Groshnak and most of the day after that. You have a headache and are frustrated with how you can barely tell one scribble from another but Sadie insists you're doing good. Maybe you are. You are very smart after all...

>+4 XP, 4/100 XP to Basic Literacy
>>
>>5089528
>>5089209
>>5089235
During the latter end of the week, Willis goes into a tirade at Sadie, shouting that the walking corpses he fought couldn't be anything but blasphemy and he doesn't want any part of making more. You almost prepare to kill him then and there but she appeals to his sense of heroism, and asks if he doesn't want to be remembered as the one who rediscovered a way to heal the sick without the priests of the noble gods. He hesitates and she capitalizes on it, insisting that reanimating the dead is the least good and most savage aspect of necromancy, and that even it could be used to keep farmer's children from wasting their lives in the fields. Willis tries to retort with a passionate appeal to nature but she rebuts by asking how it really is any less natural than one of the more socially acceptable magic users tearing a fireball from nowhere. Her brother doesn't have a response and they continue their discussion too quietly for you to hear. When you see him next, he looks somewhat shaken snd in the next days, he has a firmer resolve. It looks like she convinced him not to abandon their goal, at least. You personally don't care if necromancy is evil or not. Making the dead walk is cool.

The boy continues learning orcish and can make several basic sentences of the tongue. If he keeps up at the same rate, he'll be able to communicate by the end of the next week. At the end of a day-long scouting attempt, Neilson comes back to tell you he saw a modest farm a short distance to the northeast of Dalhurst. It looks like there's six grown men there, and more of their families by what he's seen. There was one sitting in front of their home cleaning a crossbow but none of them seemed very watchful. They could be worth hitting later but you aren't sure if you could get away with it between the siblings. Beside everything else, Sadie seems to have come closer to the boy and says that, if you'll be together, long-term after the business of the crypt is done, would like to start teaching you both your letters together. You think it could be useful to have the boy learn how to read but at the same time, you might be humiliated if the boy learned how to read faster than you. She insists that, supposedly, he has a great deal of potential.
>>
>>5089530
By the way she's talking you think she might not be concerned with restoring her family's barony at all, but with pursuing darker ambitions in the outlands. It's an open secret, at least to you, but Willis isn't in on it. You aren't sure if he cares about reestablishing the barony or only wants the martial status attached to being the son of a baron to springboard a knightly career. You aren't sure if he even cares about knighthood for itself and not about "helping the common man" or some drivel like that. Bah. The problem with getting a man like him around to the right way of thinking is that he's stubborn and doesn't even know it.

You spend the last two days resting and recovering from your injuries.

>You heal 1 HP per day, 1d2 HP per day you're resting, and Sadie's medical aid gives +1d2 HP to recovery each day
>You've recovered to 28/28 HP

Your leg wound has healed, almost to the point of before you were injured but a telltale vicious and jagged scar arcs over your skin. You estimate it would've gotten better on its own eventually but the girl's balms and bandages, amateurish as they were applied, pushed you to the brink far sooner. You feel you've returned to full potential. Of the 30 days of food, there are only 12 and a half left. You've been eating full rations and so has Neilson, for his successful service, but the boy has only been getting half. At least as far as you know, you wouldn't be surprised if the thief was sharing his own rations. You're sure to feed them both apart from the siblings and neither say a word to them that they don't take for a lie, but still. The hunger motivates the boy to do better, learn faster.

The week has passed. You need to decide what to do now.

>Return to the crypt. Finish what you started and do away with the need for Willis. You aren't sure that you need him now but meat is meat.
>Strike the farm Neilson found. Get him and the child used to evil, perhaps the girl too. Willis... You'll think of something, send him somewhere else.
>Do something in Dalhurst. Sadie would be willing to make a purchase for you with your coin, surely. Neilson could also ply his trade after dark, with some risk.
>Take a few more days to rest. You don't have enough food to manage a full week but you aren't ready to leave camp quite yet and want to train some more.
>>
>>5089533
>Return to the crypt. Finish what you started and do away with the need for Willis. You aren't sure that you need him now but meat is meat.
Paladins are a-coming.
>>
>>5089533
>>Return to the crypt. Finish what you started and do away with the need for Willis. You aren't sure that you need him now but meat is meat.
Only question is: who are we bringing? I say everyone.
>>
>>5089533
>Return to the crypt. Finish what you started and do away with the need for Willis. You aren't sure that you need him now but meat is meat.

Damn, we should really hit that farm before we cut and run, and that medical wagon as well.
>>
>>5089548
Passed like four days ago. We can see if there's another one passing through the area later; seemed like a fairly common occurrence.
>>
>>5089539
>>5089543
>>5089548
Back to the crypt. You want to unearth the secrets buried inside and see them put to the sword or shackled under your will! The boy and thief are taken with the party. The siblings are determined and Groshnak... has an unusual frustration emanating from him but is willing to fight. The boy is quietly afraid and the thief is the same, but driven by his fear where the child is cowed by it. You don't think the boy would survive more than a moment in a serious fight and would be of little use in the crypt. You make a decision.

>Take him down. It's time his mettle was tried and tested.
>Leave him tied outside. He has a few years more to grow.

Neilson... there's no question that he's going down in the crypt with you but you need to decide. What should be done?

>Neilson will walk with the party, one of your daggers in his hand.
>Neilson will walk with the party, hold a torch, and lookout for traps.
>Neilson will go in, scout ahead, and report back anything he sees.

You look at the original group. Willis, yourself, Sadie, and Groshnak, in that order.

>Keep the original formation. If Neilson's in, where should he go?
>Change it. You've decided that your needs have become different.
>>
>>5089555
>Leave him tied outside. He has a few years more to grow.

No distractions protecting our soon-to-be interpreter.

>Neilson will go in, scout ahead, and report back anything he sees.
>Keep the original formation. If Neilson's in, where should he go?
>>
>>5089555
>>Take him down. It's time his mettle was tried and tested.
>>Neilson will walk with the party, hold a torch, and lookout for traps.
>Formation: Willis, Neilson, us, Sadie, Kid, Groshnak
We'll give the kid a dagger and tell him if he tries to use it on us he'll die painfully.
>>
>>5089555
>Leave him tied outside. He has a few years more to grow.
We should start him on his path to darkness by killing defensless villagers, not jumping into abandoned crypts this early also I just realized we never even bothered to learn his name.
>Neilson will go in, scout ahead, and report back anything he sees.
We'll give him 2 hours to come back, if he doesn't we're going to assume he's dead. If we find out he isn't dead, we're going to make him wish he was.
>Keep the original formation. If Neilson's in, where should he go?
Formation: Willis, Nielson, us, Sadie, Groshnak.
>>
Friendly reminder that unless we find somewhere to stash the kid he could draw attention/escape.
>>
>>5089598
Just put him in the cleared jar room and leave it at that.
>>
>>5089605
That's still taking him down.
>>
>>5089555
>Take him down. It's time his mettle was tried and tested.
>Neilson will walk with the party, hold a torch, and lookout for traps.
>Keep the original formation. If Neilson's in, where should he go?

Neilson at the front.
>>
>>5089606
I more objecting to giving the kid a dagger and throwing him to the undead.
>>
>Leave him tied outside. He has a few years more to grow.
>Neilson will walk with the party, hold a torch, and lookout for traps.
>Keep the original formation. If Neilson's in, where should he go?
Formation: Willis, Nielson, us, Sadie, Groshnak.
>>
>>5089555
>>Take him down. It's time his mettle was tried and tested.
>>Neilson will walk with the party, hold a torch, and lookout for traps.
>>Keep the original formation. If Neilson's in, where should he go?
>Neilson at the front.
>>
>>5089555
>Take him down. It's time his mettle was tried and tested.
>Neilson will go in, scout ahead, and report back anything he sees.
>Keep the original formation. If Neilson's in, where should he go?
Neilson out front.
>>
I've been scarce the last couple of days because of prepping for the holidays. Might not to be able to finish the crypt tonight but I'll post when I can. I hope you're /comfy/ for the season.
>>
>>5089555
>Leave him tied outside. He has a few years more to grow.

He's our language guy, remember. Don't risk him yet. Not in this cramped space where he has nowhere to evade, taking him on a raid is fine, taking him here is not.

>Neilson will walk with the party, hold a torch, and lookout for traps.

>Keep the original formation. If Neilson's in, where should he go?

In front of Willis looking for traps, but he is to fall back behind Willis if there are dead people coming.
>>
>>5090445
No worries. It's a busy time of year! Happy Holidays, QM.
>>
>>5089555
>Leave him tied outside. He has a few years more to grow.
look out for us
>Neilson will walk with the party, hold a torch, and lookout for traps.
NEVER AGAIN
>Formation: Willis, Neilson, us, Sadie, Kid, Groshnak
>>
>>5089559
>>5089560
>>5089579
>>5089613
>>5089661
>>5090026
>>5090428
>>5090562
>>5090599
The boy is useful... fragile... It isn't worth the risk of taking him into the crypt even if it would do well to get him more used to violence. You have him tied to a nearby and tree and tell him that if you find that the rope's been tampered with when you get back, you'll take his fingers. He nods and doesn't say a word. Good, he's starting to learn his place. Neilson has a useful skillset, too useful to risk getting killed. You don't want to make the same mistake that got you the scar on your leg. "Neilson. You'll carry a torch and walk behind Willis. If there's any sign of a trap, even a lump of dirt that doesn't sit right, you tell us immediately. Understand?" The thief nods. "Yes. Ah-...Ah understand."

You speak to everyone else. "We'll hold the same formation as we did our last. Be in and out, hopefully with an armload of "grave-goods." Got it?" Nobody complains and you get in line, right behind Neilson. You try not to breathe on his neck too heavy. The animal-like whines are funny but you want to be sure he's not distracted. You descend into the crypt. The zombies you put down last week show almost no signs of decay. Fascinating.

What do you want to do?

>Go straight for the second store-room. No nonsense.
>Investigate the burial pit next to the first store-room.
>Investigate the jar-pantry you passed on last time.
>Investigate the sepulchre like you planned to.
>Investigate the corpses. See if they've changed.
>>
>Investigate the sepulchre like you planned to.
>>
>>5090895
>Investigate the jar-pantry you passed on last time.
>>
>>5090895
>Investigate the jar-pantry you passed on last time.
>Investigate the sepulchre like you planned to.
>>
>>5090895
>Investigate the sepulchre like you planned to.
>>
>>5090895
>Check the jar pantry
>>
>>5090895
>Investigate the sepulchre like you planned to.
>>
Rolled 2, 3, 2 = 7 (3d4)

>>5090902
>>5090919
>>5090927
>>5090937
>>5090978
You'll check the jar-pantry. There could be something of value there. Food, most likely. As you're walking through the first store room you notice that the door leading to the burial pit has fallen outward, like it was battered from the inside. That must've been where the skeletons came from. Two minutes later, being extremely careful not to step anywhere that either of the two men in front of you haven't already put their feet, you get to the first door on the right of the left tunnel. Willis crouches to the side and you move to open the door, then catch yourself and let Neilson take a look at it. The thief crouches down, fiddles for a moment, and shakes his head. "It's-It's not locked." You think for a second... "Then open it." He waits for a second and nods his head up and down. "Y-Yeah, a-alright..."
>>
>>5090988
No trap triggers when he opens the door. You don't pay him any heed and shove past to get in. The jar-pantry is a very large closet with several rotten shelves on each wall. A few of them are empty and a few have a visible mess of broken glass and wet... something... but you see that most of the shelves are stocked. There are somewhere around twenty jars, sturdy jars, filled with near-green water and strange lumps. You pry open a jar and sniff of it. That's vinegar. You take a closer look at the lump in the jar you looked at and realize that's someone's intestine. You look back at the other jars and realize they're also full of organs, pickled and stored here for some purpose. None of them seem to have any damage outside of not being in a body but as near as you can tell, they're all human and weren't harvested recently. You think for a minute and figure some have got enough meat on them to make for rations. Enough to last for at least a week, maybe longer. The question is, who'd want to consume them?

Groshnak, maybe. He's looking at the jars with a slack jaw and mild hunger in his eyes. You're about to leave when you spot a pelt in one corner. You get down to look at it and pull it from the ground. It's very thin and soft, almost fragile, very old too. You're not sure what animals that belongs t-... This is a human skin. At some point, the necromancer took a human body, salvaged its skin, and cared enough to preserve and store it in a pantry of organs. You're starting to wish you could've met the man. The skin's very well-preserved but not anywhere near as fresh as you would like. Your companions are very nauseated by the realization of what it is. You spread it out in your hands and are impressed for a minute. There's the holes for eyes, a nose, and even a mouth. All intact. Very nice. Very skillfully made.

You make a snap decision and turn around.

>Stick the skin in your pack.
>Leave it in the jar-pantry.

Nobody cares, or at least enough to contest your right. Neilson has a haunted look in his eyes and Willson's staring at the wall. Sadie is checking out the jars as carefully as you were and looks about like she wishes she was taking notes. Enough of this. You move on to the tunnel. You're extremely careful not to step anywhere near the sepulchre until the thief's examined everywhere nearby. Something noteworthy is that the wire trap was directly outside of the room, like it was meant to snag any trespasser to that room in particular. You step back and let Neilson check the door. Everyone else keeps watch, cautious now.
>>
>>5091000
The thief stops. "There's a lock on this one. It's... o-old but looks fine. Might be worth somethin'." You stare at him for a moment. "...Who'd buy a lock from a necromancer's crypt?" He scratches his scalp and nervously shrugs. "We-well, we wouldn't have to tell them where it was from, r-right?" You stare at his neck and feel the leather of your longsword's handle. "...Yeah, that's right. Now open it."

He gulps and gets to work.

>roll 14 or higher on 1d20+4 to lockpick
>He has expertise so take the best of two rolls
>>
Rolled 13 + 4 (1d20 + 4)

>>
Rolled 19 + 4 (1d20 + 4)

>>5091002
>>
>>5091000
>Stick the skin in your pack.
>>
>>5091016
oooh mama
>>
>>5091000
>Stick the skin in your pack.
>>
>>5091000
>Stick the skin in your pack.
>>
>>5091018
>>5091021
>>5091025
It fits rather nicely. Maybe you could make yourself something nice, or force a tailor to do it for you. A scarf, maybe? Hell, you could drape it over your shoulders as is. There's a world of possibilities.

>>5091005
>>5091016
>19+4 vs 14
>GREAT SUCCESS

About two seconds after he starts, there's a CLICK and he looks back up at you with a thin smile. "Easy." You keep staring at him and he deflates a little. "...e-easy does it." He runs his hands over the door for half a minute and tries the hook trick he did with the smithy, but pulls it back after a couple of seconds. Must be no traps then. No obvious ones at least. He steps inside and you follow him in. This room is empty outside of a thick slab over what looks like a half-box of stones mortared together to hold a corpse or a coffin. There's some writing on the slab but you can't read so you nod to the siblings. Willis is holding his chair-leg and staring at the sepulchre so Sadie edges closer and takes a look. You scowl. "What's it say?" She's quiet for a minute and mumbles. "It says... "For My Favorite" I-I think. A few of the letters are missing but it's... not decayed at all." You shrug. "Makes sense. Fucker's stone." You look at the grave and think for a minute. Odds are if there's a corpse in there it's probably mean but if she was right about the carving, there might be some valuables in there with it.

>Let the dead lie. It isn't worth the risk.
>Pry open the slab and take a quick look.
>Try beating and banging on the stone.
>Leave it for now. You'll come back later.
>>
>>5091032
>Pry open the slab and take a quick look.
>>
>>5091032
>Pry open the slab and take a quick look.
But get Willis to do it. I can imagine a zombie inside trying to kill whoever opens it.
>>
>>5091032
>>Pry open the slab and take a quick look.
+1 making Willis open it.
>>
>>5091032
>>Pry open the slab and take a quick look.

Make Willis open it , make him feel useful
>>
>>5091032
>>5091044 +1
>>
>>5091032
>Pry open the slab and take a quick look.
>>
>>5091044
+1
>>
>>5091037
>>5091044
>>5091047
>>5091051
>>5091059
>>5091179
>>5091230
You're prying it open. Well, you're not prying it open. "Willis, crack open the slab. No time to waste." He looks at you with some uncertainty, then goes to the slab without saying a word. His sister gets back and the thief almost leaves the room, as far away as he can get without earning your ire. Groshnak stares closely, the shovel in hand. You burn with curiosity. You've wanted to see this for days.

He pries open the slab.

CRACK

There's silence for a moment. Then Willis looks over the edge and looks back up at the rest of you. "There's a corpse. A big one." You come closer and see for yourself. What must've been a very sturdily built man in life is having his eternal rest in there, and looks like his body was drained of every drop of moisture before expiring. You see the skin is sunken in, everywhere shriveled. Its hands are laid on its chest as if praying but that's not what gets your attention. Further up is a silver necklace, glinting in the distant torchlight. You look closer. It's a thick square locket and the throat beneath has a long, artful cut, designed to bleed it out.

It isn't moving a muscle. You know that could change in a hurry.

>Let it rest in silence.
>Snatch the necklace.
>Burn the corpse.
>Mutilate it instead.
>No, crush the skull under the slab.
>Just desecrate the grave.
>>
>>5091308
>crush the skull and then take the locket
just incase hes some uberskelly
>>
>>5091308
>>No, crush the skull under the slab.
>Snatch the necklace.

Make sure the corpse is actually dead
>>
File: Spoiler Image (297 KB, 515x617)
297 KB
297 KB PNG
>>5091308
>No, crush the skull under the slab.
>Snatch the necklace.
Just caught up, good quest QM. A bit too derp edgy at points but that obviously comes up with the territory and can be excused considering the premise. You might want to archive soonish though you still have a decent amount of time.
Also our power is basically fucking *PROCEED* and I love it
>>
Rolled 15 - 8 (1d20 - 8)

>>5091309
>>5091310
>>5091315
You want that necklace. You also don't want to die painfully. You reach a compromise and glare at the brother and the thief. The former bristles and the latter shakes, and you speak slowly. "Take the corpse by its shoulders. Lift its head up onto the edge of the grave. Gently now, gently." They look at each other in silence, think better of sedition, and comply. You watch them touch the corpse. It doesn't react. Then they start to lift it...

>it must roll 12 or higher
>the binding remains
>>
>>5091324
And it doesn't react. For a fraction of a second you could've sworn you saw its lip curl but dismiss this as no more than your imagination. Now, the next part of your plan. Both of them step back. You turn to Groshnak and grunt to catch his attention. You mimic grabbing the slab and slamming it down onto the corpse's skull. He looks intently. You nod and speak with fury. "ZULSH!" The orc shakes his head up and down, shouting, "ZUUUULSH!" as he tears the slab from its resting place, lifts it overhead, and smashes down onto the corpse! The instant before it connects, you see its shoulders tense but it is too late.

>roll 2d20+4 for damage!
>>
Rolled 16, 2 + 4 = 22 (2d20 + 4)

>>5091329
Rollan
>>
Rolled 18, 19 + 4 = 41 (2d20 + 4)

>>5091329
AAAAAAAAAAAAAAAAAAAAAAAA
>>
>>5091329
>>5091333
Groshnak channeled his sexual frustration into that one
>>
Rolled 17 + 4 (1d20 + 4)

>>5091330
>Lesser Wight has been dealt 22 damage, -4 from toughness!
>Lesser Wight has 2/20 HP left!
>Lesser Wight is Immobilized!

Its skull is cracked in half and any sign a mouthful of teeth was ever there scattered all over the grave and onto the floor. Still, what remains howls and bursts into motion with unholy strength, pushing the slab up off of itself!

"OOOOOOOOORH!"

>it must roll 16 or higher on 1d20+4!

This is your chance! You draw the longsword and rush forward with murder on your mind!

>roll 6 or higher on 1d20+2 to hit
>roll 1d6+2 for damage!
>>
Rolled 14 + 2 (1d20 + 2)

>>5091358
I expect critical failure
>>
Rolled 4 + 2 (1d6 + 2)

>>5091358
Kill
>>
>>5091358
>>5091361
>>5091362
>Lesser Wight is no longer Immobilized!
>Lesser Wight is dealt 6 damage, -4 from toughness!
>Lesser Wight has 0/20 HP left!

The corpse flings the slab, weighing at least twice as much as the girl, from itself with contemptuous ease! Then it lurches to its feet, howling, clawlike hands bared in frenzy but the edge of your longsword meets its neck and propelled by hatred, saws the fractured head clean from its shoulders! The corpse goes limp instantly and collapses to the ground. You slash again, its chest is unnaturally tough, a hide like leather with ribs like stone, still it is slain. You stand and look down at the monster. That slab-blow would've killed any mortal man four times over. Yet it not only survived, but held the strength to free itself and then stand! You're grateful you weren't forced to fight it. Terrifying.

>+2 XP, 40/40 XP to Level 4

Groshnak marvels at the body for a moment, then his face is twisted with inhuman rage and he roars, falling to knees and slamming his fist into the dirt! You aren't sure what to make of it so you step back. A few minutes later he gets it out of his system and calms down, sullenly gripping the shovel with nearly white knuckles. The orc is also terrifying. Even moreso because you have no idea why he's angry. You feel like decapitating that creature pushed you past your limits. You'll need to rest somewhere safe to appreciate the benefits, though. You take the silver locket from its ruined neck and admire the craftsmanship. It's fine, you open the locket itself and see a curly sprig of hair that might've once been blonde. You drop it on the floor and stuff the jewelry in your pockets.

The crypt awaits.

>Go straight to the second store room
>Double back and check the burial pit
>Try to reassure Groshnak, somehow
>>
>>5091378
>Try to reassure Groshnak, somehow
Then
>Go straight to the second store room
>>
>>5091382
+1
>>
>>5091382
+1
>>
>>5091382
+1
>>
>>5091382
+1 pat 'em on the shoulder. We'll have to take him raping and pillaging after this.
>>
>>5091382
+1
>>
>>5091382
>>5091385
>>5091391
Everyone else is staring at the orc with the exception of Neilson, who's shifting his stare between the headless corpse and the thrown, cracked slab at a blistering pace. You don't know enough orcish to get any more than the simplest concepts across and aren't sure what to do, but you know that you need to do something. You approach the orc, keeping your buckler subtly at the ready, and pat him on the shoulder. "GROSHNAK." He doesn't move at first, then he looks down at you and groans. There's a frustrated, desperate grimace on his face as he firmly points at his crotch, then at his head. He grunts the same word you don't understand, like that helps any. "FURTAZ!" When he sees that you still don't understand he sobs, on the brink of homicidal frenzy, and then shakes his head and knocks his fists against it. "AAAAAAAAGH!" You don't step back, you keep staring. Finally, he scowls and pokes you in the chest. "BLOOOOOOD!" He points at his crotch, and when you don't comprehend, he tears off his loincloth, shoves it almost into your face and points at it. "BLOOOOOOOD! GROSHNAK UTH BLOOOOOOOD UR ORC!" You're starting to grasp what he might be getting at when he flings the rag onto the ground and snarls, like he's begging. "MEVLIN! BLOOOOOOOD! GROSHNAK! BLOOOOOOOD! AAAAAAGHAAAAAAGH! HUUUUUUU!" Your friend slams his head into the wall and begins to weep. There are no tears. He's just pissed beyond human comprehension.

You don't move a muscle and just stare. Several minutes later, he calms down and leans on the shovel, defeated. "HUUUUUUU..." You think he's still crypt-worthy. You think. Either way it's not worth stopping for. You'll decipher his needs later, and get him another loincloth. The others are very disturbed. Sadie leans forward and pays an awful lot of attention to the map instead of the orc lurching behind her. You continue, leaving the sepulchre and marching the tunnel. You take a bend and then you're in the second store-room. This one is larger than the last and has two long, flat tables in the center. One of them is knocked over and the other has a corpse laying on it. Also very sturdily built, this one has a similar cut on its throat but looks to have been disemboweled. There's also no necklace or any sign of movement. You spot over to the side of the table, a handful of corpses are sitting there. Most of them are missing limbs, the rest show signs of severe skull trauma. You see the damage looks like it was done very precisely and intentionally, with a sharp blade and hammer of some kind. You see a large pile of bones without any rhyme or rhythm to them against the wall. There are a handful of skulls in a neat stack next to them. Lastly, you recognize a dog's corpse, and double-take at the four loosely slumped over next to the first. Grotesque.
>>
>>5091451
>>5091425
>>5091445
>>5091449
It looks like this was where the necromancer kept his materials. Other things, too, judging by the empty tanning rack sitting beside the tunnel entrance. You suspect there might be something else here but aren't sure what that would be. You see three exits beside the one you've just entered. Relative to the map, one to the left, one to the bottom on the far side of the room, and one to the right. The left door has a crack running down it and the right is visibly decayed, even more than its surroundings suggest, like it would crumble at a touch. The bottom isn't a door at all but a curtain. Black, of course. Also riddled by moths, it looks like.

What do you want to do?

>Examine the store-room further.
>Go through the left door, to the "garbage repository."
>Go through the bottom door, to the unlabeled room.
>Go through the right door, to the laboratory.
>>
>>5091451
huh, that's...not good.
>>5091453
>Examine the store-room further.
>>
>>5091453
>Examine the store-room further.
>>
>>5091453
>>Examine the store-room further.
>>5091451
wat.
>>
>>5091453
Can we promise blood later for Groshnak? Feeling sorry for our bro.

Also
>Go through the right door, to the laboratory.
>>
>>5091453
>Examine the store-room further.
>>
Rolled 12, 6, 19, 15 = 52 (4d20)

>>5091458
>>5091461
>>5091469
>>5091542
You can't leave before you've given the store-room more than a look. You come closer to the corpses and stare at them. One of the corpses has had its mouth wired shut and its upper face obscured by a thick wrap, another is missing both ears and both eyes, and a third, slumped over so that you assumed it was a bag at first glance doesn't have its skin. Or any of its finger or toe nails, you see. You keep looking and try to think. Everyone else is trying to do the same, except for Groshnak, who's standing in one corner and holding the shovel like it's a club. You approach him and whisper, too quietly for Willis to hear. "Blood... Soon..." The orc doesn't understand the word soon but seems to get the drift. You don't think he'll have another outburst very soon. You're still uneasy turning your back on him but these thoughts disappear as you get to more hands-on investigating.

>roll 12,16 or higher on 1d20 to search
>>
Rolled 1 (1d20)

>>5091569
>>
>>5091580
fuck me
>>
>>5091451
My interpretation: orcs have an innate psychological need to murder and rape, and slaying undead doesn't cut it.

If Neilson or Willis act up, throw one of them to him

>>5091453
>Go through the right door, to the laboratory.
>>
>>5091581
ikr. Watch all the corpses come alive and try to eat us.
>>
Rolled 13 (1d20)

>>5091569
>>
Rolled 2 (1d20)

>>5091569
>>
I think our buddy just needs to kill a real living being soon, not some musty corpses. We really should've gone on that raid first.
>>
Rolled 2 (1d3)

>>5091580
You go further into the store-room, digging your hand into a pile of corpses looking for goodies when the girl shouts. "Hey! This corpse has some stitches on its stomach and a few hard lumps inside. Almost like-" You hear a RIIIIP and a shout of some delight. "It was full of copper! Eeeheeehee!" Willis is trying not to look at Sadie getting arm deep into the stomach of a human cadaver for pocket change, but he can't look away. You laugh at them both and stand from the pile. Bah. This is all worthless. Hmm... The corpse on the table though, with its throat cut, reminds you of the one you slew earlier. It's also wearing a pair of pants, come to think of it, maybe its pockets have silver too. You shamelessly move to pull the pants from the corpse, laughing as you do, when you sense a tremor in the dried husk beneath. They're almost halfway off when it jolts into awareness and comes to its hideous senses! You leap back and wield the longsword in your hand. The others haven't noticed, they're too busy searching or recoiling in disgust, and you look on as the abomination lurches, shaking and spasming with hideous power!
>>
>>5091645
>Flawed Lesser Wight is awakening!
>It will come to its senses in 2 turns!

You stare as its muscles tense and it groans, testing old sinews. It catches you in a hollowed eye socket and for an instant, you swear you see a flicker of black flame. Dim and weak, the unnatural horror would leave a better man frozen in revulsion. You scowl in contempt and surge into motion!

>Strike it down now, while you still can!
>Shout out loud to warn the others!
>Snap its aged spine over your knee!
>>
Rolled 12 (1d20)

>>5091660
>>Strike it down now, while you still can!
Do it while yelling loudly; the others will catch up. Or they won't.
>>
>>5091660
>Strike it down now, while you still can!
DIE MONSTER, YOU DON'T BELONG TO THIS WORLD!!!
>>
>>5091660
>Strike it down now, while you still can!
>>
>>5091667
+1
>>
>>5091660
>>>Strike it down now, while you still can!
>>
>>5091667
>>5091670
>>5091673
You shout and swing the longsword in an arc over your head. "DIE!!!" Maybe the others will react, maybe they won't.

>roll 3 or higher on 1d20+2 to hit
>roll 1d6+2 for damage
>>
Rolled 7 + 2 (1d20 + 2)

>>5091685
>>
Rolled 4 + 2 (1d6 + 2)

>>5091685
>>
Rolled 18, 19, 10, 20 = 67 (4d20)

>>5091688
>>5091690
>Flawed Lesser Wight has been dealt 6 damage, -4 from toughness!
>Flawed Lesser Wight has 10/12 HP left!

Instead of decapitating the corpse you barely slash it and run the blade down its side to make a shallow wound that would've been superficial on a living man. Like cutting stone, you can't make it bleed. The creature has started to lurch, sitting up and swaying to the side. You have mere moments.

>roll 1d20+2 to hit
>roll 1d6+2 for damage
>>
Rolled 7 + 2 (1d20 + 2)

>>5091699
>>
Rolled 6 + 2 (1d6 + 2)

>>5091699
>>
Rolled 1, 1, 3 + 3 = 8 (3d4 + 3)

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

>>
Rolled 1 + 5 (1d3 + 5)

>X2 for crit
>>
>>5091699
>>5091701
>>5091707
>>5091709
>>5091710
>>5091711
>Flawed Lesser Wight has been dealt 8 damage, -4 from toughness!
>Flawed Lesser Wight has 6/12 HP left!
>Flawed Lesser Wight has been dealt 8 damage, -4 from toughness!
>Flawed Lesser Wight has 2/12 HP left!
>Flawed Lesser Wight has been dealt 3 damage, -4 from toughness, rolls 1, 0 damage dealt!
>Flawed Lesser Wight has 2/12 HP left!
>Flawed Lesser Wight has been dealt 12 damage, -4 from toughness!
>Flawed Lesser Wight has -10/12 HP left!

You lunge and swing a masterstroke, an elegant arc that could've slain two men at once. It knocks a chunk out of the corpse's shoulder as it staggers to its feet, rasping with bottomless malice- and is knocked to the side when Neilson tackles it and shoves a dagger you didn't know he had into its eye socket. The abomination screams and moves to claw the thief, but he steps back and a chair-leg is swung into its skull with tremendous force!.. bouncing off of the jaw with minimal impact... and holding it in place for a frenzied swing of a sharpened shovel!

CRACK "RAAAAAAAAGH!"

The corpse's skull flies through the air, ricochets off the wall, and comes to a rolling stop at your feet. Every combatant here is standing in loose semi-circle around the headless freak, and sighs in relief when it collapses to the ground.

>+4 XP, 44/40 XP to Level 4

You take a second to breathe and realize two things. First, you're now one-for-one with the orc on undead beheadings, and second, that thief has been hiding a dagger from you. A very sharp one by the looks of it. That won't stand.

>You'll say nothing now but your eyes say you'll have words with him later.
>Let him keep the dagger. He's proven himself trustworthy enough.
>Take it from him and go no farther. He did dive in for your sake.
>Be merciful, only sever a single finger. He should've known better.
>Give a reasonable punishment, only one hand and one eye.
>Indulge your crueler impulses, slash his stomach open where he stands.
>This thief has annoyed you long enough. Simply kill him on the spot, no need for fanfare.
>You honestly didn't notice the dagger, you're too busy grabbing a torch to burn the corpse.
>>
>>5091722
>>Let him keep the dagger. He's proven himself trustworthy enough.

Lets start the corruption of the theif
>>
>>5091722
>Let him keep the dagger. He's proven himself trustworthy enough.
Give him a stern, final warning but nothing more than that. I don't think he's a threat and he's more useful now as a extra meat-shield
>>
>>5091722
>Let him keep the dagger
>You'll say nothing now but your eyes say you'll have words with him later.
Whether we take it from him or punch him in the face (or do anything worse) can wait until we're out of the crypt and we see how he justifies himself.
>>
>>5091722
>Let him keep the dagger. He's proven himself trustworthy enough.
>>
>>5091722
>You'll say nothing now but your eyes say you'll have words with him later.
>Let him keep the dagger. He's proven himself trustworthy enough.
>>
>>5091722
>You'll say nothing now but your eyes say you'll have words with him later.
>>
>>5091722
>should be -6/12, not -10/12

>>5091727
>>5091729
>>5091732
>>5091733
You glare at the thief, who trembles in more terror of you than the orc or the corpse, and say two short words that bring him sprawled on a nearby wall, gasping in relief. "...Very well." You'll speak to him later but with his track record, you'd say he's of more use with than without it. That's as much right as anyone here has to carry their weapons. Except for you, you have a right to because you want to and because nobody else is strong enough to take them from you. The trousers are on the corpse's... well, it's still a corpse. You check the pockets and are thrilled to find 2 copper coins. A king's ransom. You look over to Sadie and see she's filling an emptied rotten flour bag full of them, every one to come out of the far more cooperative carcass she found. Perhaps later you'll see how much she took, perhaps not.

You doubt there's anything else of interest here. It's time to go deeper.

>Go through the left door, to the "garbage repository."
>Go through the bottom door, to the unlabeled room.
>Go through the right door, to the laboratory.
>>
>>5091747
>Go through the right door, to the laboratory.
>>
>>5091747
Let's clear the garbage repository first; I'd hate for any nasty surprises to sneak up behind us.
>>
>>5091747
>Go through the right door, to the laboratory.
>>
>>5091747
>Go through the left door, to the "garbage repository."
"They came out of the burial pit before, who's to say how many is in this garbage room?"
>>
>>5091747
>Go through the left door, to the "garbage repository."
>>
>>5091747
>>Go through the left door, to the "garbage repository."
>>
Rolled 4 (1d4)

>>5091752
>>5091763
>>5091771
>>5091791
You've learned your lesson, at least for the crypt. You speak seriously and no matter what they're doing, The Authority bids the others listen. "They came out of the burial pit before, who's to say how many is in this garbage room?" Everyone who can comprehend your words seems to agree and you walk to the left door. Neilson runs his clever fingers over the edges for half a minute and shake his head. "Ah don't think there's any tr-traps..." You stomp the door in the center of where the crack is at its widest, and push it open...
>>
Rolled 14, 67, 30, 56 = 167 (4d100)

>>5091830
It appears that the necromancer had a strange definition of garbage.
>>
>>5091832
The room would be large and spacious, if it weren't cramped into smallness by the piles of once-good, now-soured homestuffs here. You see a mound of moth-eaten rags haphazardly flung in one corner, enough rusted pots, pans, and rotten wooden table utensils to supply a beggar king's pantry, a smattering of farmer's tools to match, and last, a nice and neat stack of books by the doorway. Your excitement is lessened when you realize how many are eaten hollow and snuffed out when Sadie excitedly informs you these aren't sorcerous texts but miscellaneous garbage. Old history books, biographies of greater men than the authors, and some literature. Mostly fanciful versions of traditional myths and some adventurer's tales but she stops regaling you on the titles of some, laughing instead. A few dirty books, then? Books you can't read. Bah, you didn't want to read them anyway. Looking over the room, you notice it's completely empty of any corpses, bones, or coinage. Of course, it's garbage to a necromancer. Very old garbage. Useless to you now but maybe it could be sold or taken advantage of somehow later.

>You've found 3 units of Rotten Clothes, 2 units of Old Household Goods, 2 units of Rusted Tools, and 1 unit of Miscellaneous Low-Tier Books
>Each party member can haul 2 units, +1 per strength or combat score/2
>Do you want to have anyone haul anything? This'll keep sitting in the ground otherwise.

When you've finished sorting out the garbage you move on and make a relatively easier decision.

>Go through the bottom door, to the unlabeled room.
>Go through the right door, to the laboratory.
>>
>>5091860
Leave it all
>Go through the bottom door, to the unlabeled room.
>>
>>5091860
>>Go through the bottom door, to the unlabeled room.
Let's hit the lab last; we don't want any surprises.
Leave it, though the others can take stuff if they want to.
>>
>>5091860
>Go through the right door, to the laboratory.

You know that there's gonna be some failed experiment that's gonna surprise us from behind while we're dealing with the unmarked room.
>>
>>5091860
>Go through the bottom door, to the unlabeled room.
>>
>>Go through the bottom door, to the unlabeled room.
>>
>>5091868
>>5091869
>>5091898
>>5091924
None of this is worth your time. The others can exhaust themselves on garbage if they please. You have better things to be doing, like tearing down that curtain and seeing what's inside the unlabeled room. You walk past the second decapitated corpse toward the fabric and the others, busy sorting through junk or discussing between themselves, don't respond. When you reach toward the curtain, you feel a sense of corruption, a shadow of the black stars that stained your soul. You clench it in your hand, hesitate, and let go.

RIIIIIIIIP

Your longsword cleaves a jagged rift where your hand could've done no more than a hole. The evil that was in the curtain, now in tatters, scatters but much of it goes into you.

>+1 bonus scumbag XP, 45/40 XP to Level 4

There isn't much left, not after so long. You enter the room and immediately sense a thickness in the air. Subtle, nauseating to some, honey-sweet to others. You flick your tongue and find it tastes good. This chamber is darker than even its subterranean structure would dictate and has a foreboding sense to it, like that of an abandoned home. It's no larger than the jar-pantry and far more bare. Only one thing is here, three stone slabs of increasing size on the floor, going up almost to your waist in an ascending ziggurat. They're etched with strange carvings, opaque symbols and random lines breaking any pattern that could've been there. The density of the etchings is sparse on the bottom and escalates to a kaleidoscope near the top. You see on the very summit is a skull on a spike that's had three holes chiseled into its forehead. You recognize that this is a shrine...

Not to any noble god.

>Pray, if any idol is listening you're willing to bargain.
>Kneel before the shrine and give it your blood.
>Pay your respects. Bow your head and no further.
>Desecrate the shrine. You worship none but yourself.
>Leave and don't say a word. This isn't any interest to you.
>>
>>5092003
>Pay your respects. Bow your head and no further.
>>
>>5092003
>Pay your respects. Bow your head and no further.
F
>>
>>5092003
>Pray, if any idol is listening you're willing to bargain.
>Kneel before the shrine and give it your blood.

Yolo.
>>
>>5092003
>Pay your respects. Bow your head and no further.
Can we also examine the shrine to try to figure out which ignoble god this shrine is dedicated to?
>>
>>5092003
>Pay your respects. Bow your head and no further.
>>
>>5092003
I will also say, it's clear that desecrating the shrine will grant us more exp, if the curtain is anything to go by.
>>
>>5092003
>Desecrate the shrine. You worship none but yourself.
what has it done to earn our respect?
>>
>>5092003
>>Pay your respects. Bow your head and no further.
>>
>>5092030
You do sense that, if the curtain was anything to go by, desecrating this shrine will be much more rewarding. Also riskier, if who or what it's dedicated to is paying attention.

>>5092026
You pause and contemplate the stories you've heard. The worship of the ignoble gods is forbidden (for VERY good reason) in the kingdom and specific names aren't allowed to be shared or spoken. The details on stories are also kept scarce. Being an illiterate commoner, you aren't the most educated theologist but still, hedge lore is widespread and you might've heard something.

>roll 16,18, or 20 on 1d20 to recognize the shrine
>>
Rolled 14 (1d20)

>>5092059
>>
Rolled 5 (1d20)

>>5092059
>>
>>5092061
It's ominous, the shrine has a mutilated body part, and you feel a sense of corruption around you. That doesn't narrow it down any. Damnation.
>>
>>5092059
Alternately, we get Sadie to take a look.
>>
>>5092004
>>5092006
>>5092026
>>5092029
>>5092057
>>5092064
>>5092065
Still, it's clear this belongs to a great power, one that understands you like the noble gods never could. That alone is worthy of respect, even if your sword-arm itches and you thirst for unholy might. You step forward to the shrine. The air is still as you close your eyes and bow your head. Nothing happens for several moments. You stand there for a minute, starting to think this is stupid, when it's like the wind is sucked out of the chamber and you feel a sense of... trepidation? desire? The feeling shifts, melting in and out of itself, but finally settles on something... almost close to respect. In an instant, the meager corruption left is ripped from the shrine and flows into your soul, sweeter than any succulent.

>+5 bonus scumbag XP, 50/40 XP to Level 4

The feeling leaves and you sense that any presence that might've been here is gone. The meaning was clear. A token of acknowledgement from one Authority to another. Also a very large ego boost. You leave the shrine behind with a shit-eating grin, then stuff it before the rest of the party sees. At least Willis. You don't want to go confirming any suspicions before you've stabbed him in the back, now, do you? You see the others have stopped milling around and are getting ready to move deeper into the crypt. It won't be long before you reach the end.

>Go through the right door, to the laboratory. The more power, the better.
>Get Sadie to come and investigate the ignoble shrine immediately.
>Show everyone the shrine. The looks on their faces would be worth it.
>>
Rolled 11 (1d100)

>>
>>5092072
>Go through the right door, to the laboratory. The more power, the better.
>>
>>5092072
>Go through the right door, to the laboratory. The more power, the better.
There's no reason for anyone else to know, besides the presence appears to have been gone already.
>>
>>5092072
>>Show everyone the shrine. The looks on their faces would be worth it.
>captcha pra4y
>>
>>5092072
>>Get Sadie to come and investigate the ignoble shrine immediately.
>>
>>5092072
>Get Sadie to come and investigate the ignoble shrine immediately.
>>
>>5092072
>>Go through the right door, to the laboratory. The more power, the better.
>>
>>5092072
>Get Sadie to come and investigate the ignoble shrine immediately.
>>
>>5092072
>>Get Sadie to come and investigate the ignoble shrine immediately.
>>
>>5092072
>Get Sadie to come and investigate the ignoble shrine immediately.
Respect+
>>
>>5092072
>Get Sadie to come and investigate the ignoble shrine immediately.
>>
>>5092072
>Go through the right door, to the laboratory. The more power, the better.
when do we level up QM?
>>
Rolled 20 + 4 (1d20 + 4)

>>5092095
>>5092127
>>5092386
>>5092396
>>5092442
>>5092536
You want to search the laboratory but the curiosity in you burns. That feeling... something noticed you and you want to know what. The girl is well-read. She'll know. You wave her over. "Sadie, come here. There's something I need you to see." She follows you and the rest shuffle on their feet. Willis speaks up, suspicious. "What is it?" You shake your head. "Nothing good. Leave it at that." The girl enters the shrine along with you, sensing no corruption because there's none, outside of you, but the shrine gets her attention immediately. She stares in shock and you ask. "You're smart. Tell me, which ignoble god is this to?"

>rolling to see her initial reaction, high is good low is bad
>hunger for power helps
>>
>>5092559
ok so we're definitely keeping Sadie
>>
>>5092559
She falls to her knees and prostrates to the shrine. You hear her whispering a repetitive chant in a tongue that scrapes your ears like a skillfully played lute. This goes on for a minute and you scowl. "Well? Who is it?" The girl stays bowed and murmurs. "...Sarintob. Lord of Honey, Father of Crawling Things, Master of Slow, Miserable Ends." You think about this for a moment. "...You seem awfully enthusiastic about this." She whispers back. "You don't understand. I've seen this in my dreams and now I see it in the flesh! Praise be!" You mutter. "You were a cultist this entire time?" She shakes her head, filled with vindication. "No, a seeker of secrets and this is the first I've found! Yes! YES!" You've learned everything you can learn from here. "...Huh."

>Tell her what happened earlier.
>Stay quiet about the interaction.

You leave and almost have to drag her with you. For someone that's not a cultist, she's extremely ecstatic to find a blasphemous shrine. Thankfully, she calms down before the party becomes suspicious and you move on. Nobody asks any questions before you enter the laboratory.

>>5092077
>>5092078
>>5092204
>>5092541
You see a wide circular room with a table pushed against one wall, a cabinet full of tools, and about a dozen corpses in various states of mutilation. Most are sewn together or have additional limbs. There's one freak of nature that looks like a corpse was dismantled and its parts stitched into another, which is what happened. This one is hooked a rusty chain bolted into the floor but appears to have been defunct for a long time, if it was ever active. You see a completely bare patch has a circle dug out of the dirt surrounding it, as if sectioning off a portion of the floor for drawings of some kind. The circles, you think.
>>
>>5092585
Her brother is visibly horrified and on the brink of running or trying to put everyone here to the chair-leg. Zombies are one thing. These... are another. He holds his tongue for now, looking for an opportunity to slip away, and you keep a close eye on him as everyone looks over at a door. What should be the final door. It's made of sturdy oak with rusted iron bolted into its structure, and several words are underneath the ritual circle carved on the metal. You grunt. "One of you. What does that say?" Willis is the first to speak. "It says... This is the lock. Only the blood of an... a-an innocent, one who has neither aided nor abetted a great evil will turn its key." He stares at the vile chamber, the door, and then at you, all of a sudden realizing your corruption for what it is. "This isn't right. None of this could ever be right. You people lied to me, led me down into this crypt, used me... ENOUGH! I'LL HAVE NO MORE PART OF THIS AND IF ANY OF YOU TRY TO STOP ME I'LL STRIKE YOU DOWN WHERE YOU STAND!" The boy staggers back, waving his stick in what you imagine he thinks is a defensive stance. "Noble Gods, ohhh, forgive me for what I've done..."

He's moving to leave. Your first betrayal. Very expected, very bittersweet. How do you want to handle this?

>Command Groshnak to KILL.
>Signal for Neilson to stab him the back.
>Duel him yourself, before he can escape.
>Everyone here dogpiles him without ceremony.
>Let him leave. He's served you loyally up until now.

>>5092541
As soon as you leave the crypt. Probably very soon.
>>
>>5092587
>Everyone here dogpiles him without ceremony.
>Stay quiet about the interaction.
>>
>>5092585
>Tell her what happened earlier.
If she holds the secrets of the ignoble gods in such reverence, she would probably worship us if she knew about the authority.
>Command Groshnak to KILL.
While I am tempted for everyone to dogpile him, Groshnak has been feeling upset about not getting to kill a living being in a while. Best let him have this.
>>
>>5092585
>Tell her what happened earlier.
>Command Groshnak to KILL.
>>
>>5092585
>Tell her what happened earlier.
>Command Groshnak to KILL.
>>
>>5092585
>Stay quiet about the interaction.
>>5092587
>Command Groshnak to KILL.
>>
>>5092589
>>5092592
>>5092593
Earlier, you quickly told Sadie what happened and she was quiet for a moment but you sense she'll want to speak with you more about this later.

In the present, Willis has turned his back on your cause and Groshnak is itching to kill. You see a very easy way to kill two birds with one stone. "GROSHNAK! ZUUUULSH! BLOOOD! ZUUUULSH!" You point to the boy and the orc enters a frenzy!

>Perspective Swap

>You are Groshnak, Level 2 Orc Young (Loincloth-Clad)
>You have 26/26 HP and 48/30 XP to reach Level 3
>Prerequisite: To reach Level 3 Orc Young, you must spill the blood of a true warrior!

RAAAAAGH! YOU'VE TRIED TO EXPLAIN TO MEVLIN THAT YOU MUST BATHE IN THE LIFE-WATERS OF A TRUE WARRIOR BEFORE YOU CAN EARN THE RIGHT TO CLAD YOURSELF AND BE CALLED A TRUE ORC BUT HE DOESN'T GET IT! YOU'VE TRIED EVERYTHING! POINTED AT YOUR LOINCLOTH! SHOUTED THE WORD FOR PASSING THE TRIALS! BUT HE DOESN'T UNDERSTAND! RAAAAAAAGH! NOW HE'S TAKEN INTO THIS HOLE OF DARK SORCERY WHERE NOTHING SPILLS THE LIFE-WATERS BUT HIM! RAAAAAAGH! YOU NEED TO KILL A TRUE WARRIOR! YOU NEED TO BATHE IN THEIR LIFE-WATERS! YOU CAN'T CONTINUE THE PATH UNTIL YOU'VE DONE IT! YOU'VE BEEN READY FOR DAYS BUT HE DOESN'T KNOW WHA- "GROSHNAK! ZUUUULSH! BLOOOD! ZUUUULSH!" HE'S POINTING AT THE WEAKLING! THE ONE WHO'S BEEN TALKING FOR A MINUTE NOW! MEVLIN SAYS THE MURDER WORDS! THE WEAKLING IS A TRUE WARRIOR! YES! YES! YEEEEES! THIS IS IT!

YOU ARE READY TO KILL!

>BASH HIM WITH THE WEAKLING WAR-BLADE!
>THROW A JAVELIN INTO THE WEAKLING'S SPINE!
>RIP OFF THE WEAKLING'S LIMBS ONE-BY-ONE!
>>
>>5092640
>RIP OFF THE WEAKLING'S LIMBS ONE-BY-ONE!
>>
>>5092640
>RIP OFF THE WEAKLING'S LIMBS ONE-BY-ONE!
>>
>>5092640
>>RIP OFF THE WEAKLING'S LIMBS ONE-BY-ONE!
>>
>>5092640
>RIP OFF THE WEAKLING'S LIMBS ONE-BY-ONE!
>>
>>5092640
>RIP OFF THE WEAKLING'S LIMBS ONE-BY-ONE!
Holy shit Groshnak is a bit uh... ecstatic. Good for him I guess.
>>
>>5092643
>>5092657
>>5092694
>>5092721
>>5092724
"RAAAAAAAAAGH!" THE WEAKLING TURNS TO FIGHT! HE HOLDS HIS CLUB AND GETS READY TO BLOCK YOUR WEAKLING WAR-BLADE BUT YOU DON'T SWING IT! YOU WANT TO GRAB HIS ARM! GRAB HIS ARM AND RIP IT OFF! HE SHOUTS WEAKLING NONSENSE! HE GLARES AT YOU AND LIFTS HIS CLUB! TO SWING A TRUE WARRIOR! SOON! YOU WILL BOR'CHAZ HIS CORPSE!

>roll 15 or higher on 1d20 to grapple
>the attack is unexpected so Willis' Dodge bonus is halved
>>
Rolled 15 (1d20)

>>5092728
>>
Rolled 5 (1d20)

>>5092728
WAAAAAAGGGGGGGG
>>
Rolled 11 (1d20)

>>5092730
THE LIFE-WATERS IN HIS VEINS! YES! YOUR HAND GRABS HIS SHOULDER! HE IS WEAK! POWERLESS! POWERFUL! A TRUE WARRIOR! WORTHY OF DEATH! YOU HOWL AND PULL! HE TRIES TO PUSH! IT WILL NOT BE ENOUGH! "RAAAAAAAAGH!"

>roll 1d20+4 to RIP
>DEFEAT THE WEAKLING!
>EARN THE RIGHT TO WEAR PANTS!
>>
Rolled 20 + 4 (1d20 + 4)

>>5092742
RIP AND TEAR
>>
>>5092746
holy shit rip Willis
>>
>>5092742
>>5092746
THE STRENGTH OF THE FOREFATHERS FILLS YOUR FLESH! YOU ARE THE VESSEL OF MIGHT! THE WAAAAAGH TO END THE WEAKLING RACE IS NIGH AND IN THIS MOMENT YOU ARE ITS HARBINGER! IN THIS MOMENT THIS WEAKLING IS DOOMED! "ME AM GROSHNAK!"

>ROLL 2D6+4 FOR DAMAGE
>MULTIPLIED BY X2 FOR CRIT
>>
Rolled 2, 2 + 4 = 8 (2d6 + 4)

>>5092752
>>
>>5092753
>Willis has been dealt 16 damage!
>Willis has 1/17 HP left!
>Willis's arm has been ripped off!

YOU HOWL IN FRENZY AND PULL, SHATTERING BONE, TEARING FLESH, RIPPING WEAKLING ARM STRAIGHT FROM HIS SHOULDER! HE CRIES LIKE WEAKLING! "AAAAAAAAAH!" YOU AM LAUGH AND SHOUT WEAKLING TONGUE LIKE MEVLIN! "AAAGHAAAAGHAAAAGH! UND YOU AM DEAD!"

YOU SHOVE WEAKLING ON GROUND AND STOMP ON HIS CHEST! ARM IN YOUR HAND! YOU'RE COVERED IN LIFE-WATERS! IT IS NOT ENOUGH! YOU NEED MORE! MOOORE! END OF HIS LIFE! BEGINNING OF YOURS! "RAAAAAAAAAAAAAAAAAAGH!"

>roll 1d3+4 to beat Willis to death with his own arm
>>
Rolled 1 + 4 (1d3 + 4)

>>5092756
Now THIS is certified WAAAAGGG-approved material QM. I'm proud of our greenskin murderhobo
>>
>>5092756
Question just for my own personal reference QM, do orcs in this world look like Warhammer orcs or Lord of the rings orcs?
>>
>>5092780
Somewhere in between, leaning to Warhammer. Pic related is a good approximation of the average orc, although much more handsome than the average by human standards.

>>5083675
I just caught this. I wouldn't say it's a direct inspiration but I've got +300 hours in and it's definitely an inspiration.
>>
>>5092761
>Willis has been dealt 5 damage!
>Willis has -4/17 HP left!

YOU SWING ARM WITH ALL OF YOUR STRENGTH! YOU FEEL BONES BREAK AND MEAT RIPS IN HALF! HE BARELY BRUISED! "RAAAAAAAGH!" WORTHLESS! YOU THROW ARM TO WALL AND DRAG WEAKLING BY HAIR TO METAL WALL! HE CRIES AND TRIES TO STOP YOU BUT THE LIFE-WATERS LEAVE HIM AND HE IS WEAK! YOU ARE STRONG! HE IS WEAK AND YOU ARE STRONG! YOU GRAB HEAD AND SLAM IT INTO IRON! YOU PULL BACK AND SLAM AGAIN! AND AGAIN! AND AGAIN! UNTIL YOU'RE HOLDING PIECES OF BRAIN AND BROKEN JAW AND THE REST IS SPLATTERED ON WALL AND FLOOR! YOU HAVE WON THE TRIAL! A TRUE WARRIOR'S LIFE-WATERS HAVE BEEN SPILLED! YOU ARE NO LONGER NAKED! NO LONGER LOINCLOTH-CLAD! YOU ARE BLOODIED! WASHED IN LIFE-WATERS! SOON YOU WILL BE WARRIOR! SOON YOU WILL END YOUR SHAME! SOON...

>+10 XP, 58/30 XP to reach Level 3
>You have reached Level 3!

>roll 1d12+4 for extra HP!

>choose a stat boost:

>+2 Dodge
>+2 Toughness
>+2 Combat Skill

Soon...

>Perspective Swap

You've just spent the last minute watching Groshnak tear off a man's arm, beat him with it, and hammer his skull into paste on the iron door. That was... You aren't sure what you expected. Now the orc is weeping with an emotion you can't determine is hate or joy and stripping the headless corpse of its trousers. Neilson is petrified with fear and Sadie is white in the face, but you figure they'll be fine. The problem is that door. The orc's gotten what must be gallons of blood on it and around the laboratory chamber but it shows no signs of opening. You suppose that means Willis wasn't innocent, which confuses you. He was a moral busybody who had to be lied and threatened into this crypt and- Ah, but he entered the crypt and fought to help reach the necromancer's diary. That would be a great evil, you suppose.

Rather annoying. You know Groshnak isn't valid and neither is Sadie, you don't dare to try yourself lest you mortar it shut, and Neilson is a professional thief sworn to a murderous mafia, which leaves you out of luck. Unless... The boy. You have a thought. The door didn't specify how much. A drop could be enough. Then again, you don't want to take any risks with your future interpreter, but then again you might.

>Get the boy down here. Force him to give a pinprick of his blood, no more.
>Get the boy down here. He's outlived his usefulness to your ambitions.
>Leave the iron door. It's time you went on a raid. The thief did see that farm, after all.
>>
>>5092816
>Get the boy down here. Force him to give a pinprick of his blood, no more.
>>
>>5092816
>Get the boy down here. Force him to give a pinprick of his blood, no more.
>>
>>5092816
>+2 Combat Skill
>Get the boy down here. Force him to give a pinprick of his blood, no more.
>>
>>5092816
>+2 Combat Skill
Forgot about this my bad QM
>>
>>5092816
>+2 Combat Skill
>Get the boy down here. Force him to give a pinprick of his blood, no more.
>>
Rolled 11 + 4 (1d12 + 4)

>>5092816
>+2 Toughness
>Get the boy down here. Force him to give a pinprick of his blood, no more.
>>
Rolled 17 (1d20)

>still need a roll for HP

>>5092817
>>5092819
>>5092824
>>5092826
>>5092831
>>5092832
You consider the boy. He's the son of a farmer, reluctant in every way, and has done nothing more heinous than try to learn the orcish tongue. If Groshnak is any example of his that might actually be enough to make him not innocent, but you'll see when you see. You look to the thief. "Flee and I'll have the orc start with your toes." He's barely able to nod and simply keeps staring at the puddle of gore that used to be a decent man. You exit the crypt alone and come to the boy. He clings to the tree and hasn't moved a muscle. You see the bindings are untouched. Excellent.

He has learned to fear your anger. You don't have time to rest. You take the rope, undo the knot, and shove him forward. "Go on. Down the hatch, boy." You watch him tremble but he does as he's told and is terrified by the dead, rotten and skeleton, most bearing fatal wounds, the rest in too many pieces to tell. He goes still but presses on, resolve in the face of terror his only solace. You lead him through the crypt at longsword point, taking gleeful pleasure in the power you hold over the frightened child, and finally come to the laboratory. The bloody, blasphemous laboratory currently featuring the headless corpse of a man he knew as brother to his only hope, and a stark-naked orc struggling to fit in a pair of trousers far too small for him. The boy goes limp. You force him forward to the door, poking and prodding in frustration. He can't read the letters, at least yet, and hangs his head. "Please... M-make it quick." You swing the longsword over his head and he flinches! Ha! "Foolish child! I only need a drop of your blood! Ahahahaha!"

>+1 bonus scumbag XP, 51/40 XP to Level 4

You prick his finger with a dagger and watch, carefully, as a drop of blood drips onto the door. Is he truly innocent?

>he must roll 2 or higher on 1d20
>being a farmer's son doesn't give many chances for great evil
>>
>>5092832
>nevermind I didn't catch this
Groshnak's new HP total is 41/41 HP. Impressive.
>>
Rolled 5 (1d20)

>>5092841
>>
>>5092841
He whimpers and the door, after a moment, cracks open! It's unlocked and you can enter at your leisure. You'll do so immediately. Once the thief has checked for traps, of course. You slap the boy on the shoulder and cackle. "Ahahaha! So you're innocent after all, then. Yeah, we'll have to change that. Don't worry. It'll be fun... For me, but eventually for you." The boy is on the brink of curling into a fetal position. You don't care what he does now. You advance into the entrance. Sadie snaps out of her shock and mutters in awe, "At last... At long last..."

You see two different doors. Both are in very well-kept condition.

Which do you enter?

>Left, into the outer sanctum.
>Forward, into the inner sanctum.
>>
>>5092849
>Forward, into the inner sanctum.
>>
>>5092841
I as a bit worried about the whole "aid and abet" thing because it's often used for people who know about/a crime but don't raise a hand to stop/report it... but actually looking up the definition helped.

>>5092849
Let's do left.
>>
>>5092849
>Left, into the outer sanctum.
>>
>>5092849
>Left, into the outer sanctum.
>>
>>5092853
>>5092860
>>5092873
You choose to see the outer sanctum before going further. The thief examines the door, frantically running his fingers along every groove and crevasse. You grin. Soon, the power will be yours! Or at least, hers... Why did you enter the necromancer's crypt anyway? Treasure, you suppose but there's not been much of that. A new minion? You almost have one, all but sworn in, but that wasn't your initial motivation. No, you realize, to spite the Order of Paladins is enough. You imagine them marching in, with their shiny armor and bright weapons, and then the horror, as they uncover the dead, fail to find the diary, and realize it's already been cleared. Yes, that is a good motivation. Good enough to excuse the effort. You wait for Neilson to finish his work.

>roll 16 or higher on 1d20+4
>he's an expert, take the best of two rolls
>>
Rolled 15 + 4 (1d20 + 4)

>>5092882
I swear to god if this fucker doesn't do his job properly...
>>
Rolled 8 + 4 (1d20 + 4)

>>5092882
>>
>>5092883
>>5092884
>15+4 vs 16
>GREAT SUCCESS

He fiddles with his slender hook for a moment and stops. "Uhhh, there's a-... a tr-tri-" You scowl. "Out with it!" He nods his head and tempts you, as he always does, to see what the inside of his throat looks like. "Tripwire! There's a tripwire! Ah'll need a second..." You don't speak. The man doesn't need any distractions. Half a minute later, and... CLICK

"It's done." He scrambles to the side so that you can step in and the girl follows you. The outer sanctum consists of what must've been the necromancer's living quarters, a small table with a smaller chair, a shelf of knickknacks, and a dessicated bed of straw. You see on the table is a tiny wooden bowl full of soup so old it long ago became solid. The shelf has several things of interest, a proper coin-pouch, a handful of scrolls, and what appears to be a copper ring. All of these excite you but none so much as what lies on the bed. A thick leather-bound book, sitting as if carefully tucked into place. Sadie grabs it immediately. You watch with burning interest as she flips through the pages, squealing with delight, and stops on one, turning to show you a drawing of what looks to you like a crudely drawn hand making squiggles in the air, but she's filled with ecstatic glee. "This really is the necromancer's diary! Look, look! This is a spell of pain! A real, actual spell! Complete with an incantation! It's more detailed than I dared to hope for... The experiments are dated, organized, and every step is explained! The ignoble gods smile on us! Eeeeheeeheee!" You're satisfied to see this but ask. "What does a necromancer have to do with Sarintob?" She has a confused look on her face for a moment, and shrugs. "I... honestly don't know." You shrug. "Might've been a coincidence." The girl holds the necromancer's diary with more care than a wet nurse swaddling a royal infant. "Might not. The ways of the ignoble gods are mysterious." You sigh and leave her to the book. All that remains is the inner sanctum. You stand at the door.

How do you want to enter?

>Bold: Kick down the door and draw your longsword. You're in control.
>Calmly: It's only another room. You'll treat it like one and simple walk in.
>Reverently: The necromancer was once a force of evil. He warrants your respect.
>Like hell you're going in first. Have the thief take a look.
>>
>>5092904
>Reverently: The necromancer was once a force of evil. He warrants your respect.
Might as well be respectful while stealing his shit
>>
>>5092904
>>Reverently: The necromancer was once a force of evil. He warrants your respect.
>>Like hell you're going in first. Have the thief take a look.
Odds are this is trapped too. It's only respectful to expect it.
>>
>>5092904
>Reverently: The necromancer was once a force of evil. He warrants your respect.

We gucci.

>>5092911
Theif's been a proper bro, I think he earned his minion status.
>>
>>5092904
>Like hell you're going in first. Have the thief take a look.
Would Melvin act respectfully to another (besides Groshnak) even if they were a force of evil? I assumed Melvin would be the type of guy to think he's better than any mortal, alive or dead, despite not doing much at all.
>>
>>5092914
But we are better than any mortal. They way I conceptualize it, Melvin wears a crown of dark stars, and this man was simply one star of many that will cement Melvin's Authority through his accumulated ignoble deeds and knowledge. He isn't necessarily respecting the man, he's respecting what the man represents for his own ambitions.
>>
>>5092922
oh I see. Yeah that makes sense.
>Reverently: The necromancer was once a force of evil. He warrants your respect.
>>
>>5092904
>Bold: Kick down the door and draw your longsword. You're in control.
>Like hell you're going in first. Have the thief take a look.
>>
>>5092904

>Reverently: The necromancer was once a force of evil. He warrants your respect.

Although we should keep an eye on Sadie, she clearly has her own loyalties and goals here.
>>
>>5092907
>>5092911
>>5092913
>>5092927
>>5092960
You step in slowly, your hands at your side and in a moment, you're in the final room. The inner sanctum. It's empty of anything but a rug and a dessicated corpse wearing no more than a cloak laying on it. A scalpel, rusted to nothing, is clenched in dead fingers, pressed against its own wrist and dried blood covers both arms and the floor. The husk of a centipede clings to his neck. You sense a faint presence here, an echo of an echo. You sniff. The shadow of a shadow that remains makes the girl seem like a member of a noble temple's choir. For a moment, it gives you pause. Then you shake your head, speaking out loud. "Necromancer. You are a failure in death, just like you were when you were alive." You pause. "That doesn't matter. You were an evil motherfucker, just like me, and I'll honor the memory of the sick bastard you used to be. You know how? When I step out that door, I'm going to take your life's work and I'm going to use it to do all the shit you wish you could've done. Because I fucking can."

The presence is silent for a few minutes, then you hear a faint rasping noise. Then language that touches onto your mind itself, not your ears.

>The stars weren't right.
>I failed. A piece of my soul remained, not enough to retain my understanding. That is what speaks to you now. A vestige. A figment. A sad memory.
>It could only hold onto one thing. The most minor of oneiromancy. I traced the skein of my bloodline for decades, found an almost worthy mind at long last, and blindly cast a net.
>... I see that I caught more than I dared hope in my wildest dreams.
>Go forth, dark one, take my blessing and reap vengeance for my legacy. I go now to rejoin my soul.
>The stars were right for you.

The presence dissipates and the room is emptied. You look at the corpse and see a necklace, a thin rope over a bronze honeycomb. You take and stuff it in your pocket. Nice.

>You've cleared The Necromancer's Crypt
>next update will be in a few hours, you'll handle your Level and decide what to do next.
>>
>>5093003
>>Go forth, dark one, take my blessing and reap vengeance for my legacy. I go now to rejoin my soul.

With the crypt done, shall we migrate to a new thread?
>>
>>5093006
We're only on Page 5; that's about two weeks before it's a concern.

>>5093003
Nice.
>>
>>5093007
Thread's a bit fat and unwieldy on some devices and browsers.
>>
>>5093003
do we make a choice here or is everything in green just what the soul said to us?
>>
>>5093019
Just what the soul said to us.

I'm thinking we should bang Sadie over Willis's body (maybe shove her face in his blood and brain-matter) to celebrate our victory, then we turn this entire tomb into a trap for the Paladins (and hopefully their tomb), maybe even using fresh corpses from the raid we're going to be doing before we fuck off somewhere else (maybe after we rape and torture the priests in the temple and the mayor's family).
>>
>>5093035
Well not that gory please. But that I do agree we should fuck her, willingly or by force, here.
>>
>>5093035
nah, Sadie can be of use to us. Ask her to join us and if she refuses, then we can fuck her and leave her for the paladins.
>>
>>5093040
Personally, I agree, but I figure that we'd get more scumbaggery points or soul corruption from how sick and twisted we can make this.

>>5093046
Never said we can't ask her to join us before we fuck her.
>>
>>5093040
I mean, we should also fuck her on the ignoble alter, having her renounce and insult the noble gods while we bang her on the alter to their enemies would really make this kinky.
>>
>>5093035
She might make a passable Dark Lady for us. Maybe.
>>
>>5093057
Ehhhh, maybe. I'm thinking more lieutenant, but I guess she could be Dark Lady material.
>>
>>5093003
This is the necromancer’s inner sanctum, where he went to be alone with his thoughts and his centipede. He must’ve prayed, meditated, or communed with the dead here. Maybe all three. The remnant of his soul gave you his blessing and after so long and three near-deaths to the traps and monsters he made, you feel the need to kick back and relax a little. As you do, you sense all of the time spent training and hands-on experience really catching up with where you are now. It’s much welcome.

>You’ve reached Level 4!

>roll 1d10 for extra HP

>Choose 2 stat boosts:

>+1 Dodge
>+1 Toughness
>+1 Combat Skill

>You've mastered a dirty trick to use in combat instead of a regular attack. This happens every time you reach the next Level. It's second nature to one of your mind. Due to your heightened skill, several dangerous new dirty tricks are added to the list. Choose one: Ear Rip, Finger Snap, Eye Gouge, Gut Shot, Ankle Stomp, Joint Break, Knee Kick, Leg Sweep, Shoulder Throw, Weapon Steal, Bite, Taunt, Spit, Pocket Sand, Choke, Kidney Punch, Artery Slice, Decapitate

>Choose 3 new perks, these can be stacked:

>You've mastered yourself further and can choose a bonus stat boost.
>You've mastered an extra dirty trick and can choose a bonus one from the list.
>You've honed a few of your skills. Choose one to get +2 bonus to: Sneaking, Lockpicking, Pickpocketing, Torturing, Deception, Intimidation, Cooking, Woodcraft, Forging
>You've corrupted your soul even further. The evil in you has festered so sickly that deeds that even you would’ve hesitated to perform are now of no more significance than scratching an itch. (You must one-up your previous act, the murder of Gilberd’s family, before this can be taken. It can still be chosen for 1 perk but will only come into effect when you’ve met the prerequisite.)
>You’ve reinforced The Authority. The blessing of the black stars given to you by a once-in-a-lifetime alignment, it is of so vile a source that no act any single mortal could accomplish would deepen its taint. Instead, you sacrifice a part of your potential to strengthen the aura that now surrounds you. (You improve The Authority. This can only be chosen once per Level. Choose one: PRESENCE(1). COMMAND(1). SILENCE(1). No matter your choice, The Authority reflects a deeper malice, one that will be recognized by friend and foe alike.)

>You may choose 1 new flaw to choose 1 more perk, this may be random for 2:
>Vulgar, Smug, Money-Grubbing, Lewd, Jealous, Always Hungry, Frustrated, Lazy
>I should’ve mentioned last time that these start out mild and can be worsened in future Levels for more power. That, and they add some character to Melvin.
>>
>>5093202
After an hour, maybe longer, you exit the inner sanctum and return to the crypt. Now harmless, you see that Willis’s corpse hasn’t gotten any less grotesque and the thief and boy aren’t in the laboratory. Neither is Groshnak. A few minutes of searching finds the former in the garbage repository, sifting through junk, and the latter wearing a pair of trousers that’ve been torn apart by his size, pulling the rotten teeth out of a dead body for fun. He’s "smiling" in that way he does and making the wheezing noise again, so this must be an example of orc humor. You leave him to it and see that Sadie hasn’t moved at all from the outer sanctum, still desperately poring over the necromancer’s diary in the slowly dwindling torchlight. You think it’s about noon outside, you aren’t sure. You know it’ll be one week, two at most before Neilson’s boss gets here, if he ever does. You know the Paladins will be arriving in the same timeframe, if not sooner. You aren’t sure it would be wise to be anywhere near the crypt when they do. Still, you have some breathing room and a kingdom to lay at your feet.

What do you want to do?

>Celebrate your successes here in the way only a truly depraved mind can. How?
>Have a nice, long talk with Sadie about her true ambitions and where her true loyalty lies.
>It isn’t enough that you’ve won, someone else has to lose. Time to raid that farm.
>You wanted to drop a corpse in one of the town wells. You still want to do that.
>Nothing. Just go back to your camp and rest (time-skip) for a couple of days, you’ve earned it.
>>
Rolled 10 (1d10)

>>5093202
>2x +1 Combat Skill
>Decapitate
>+2 Deception
>You've corrupted your soul even further.
>COMMAND(1)
>>
>>5093202
>+1 Combat
>+1 Dodge
>Eye Gouge
>+ Intimidation x2
>+Authority... (Silence if it is what I think it is; Presence if it isn't)

Could you elaborate on what Presence, Command, Silence are specifically?

>>5093203
Let's get with Neilson to sort out everything of worth in the crypt... and how to set up a bunch of traps to fuck up those Paladins when they arrive. Then we'll have a nice chat with Sadie and head back to Camp. We'll take a night off then maybe hit that farm/take a gander for any other targets worth hitting.
>>
>>5093203
>>5093203
In this order
>Have a nice, long talk with Sadie about her true ambitions and where her true loyalty lies.
>Celebrate your successes here in the way only a truly depraved mind can. How? Fuck Sadie on the alter renouncing and insulting the noble gods, and then over Willis' corpse, turn her brother's death into an experience of ecstasy.
>You wanted to drop a corpse in one of the town wells. You still want to do that.
>It isn’t enough that you’ve won, someone else has to lose. Time to raid that farm.
>>
>>5093212
Also +1 on the Nelson-trap thing.
>>
>>5093202
>+2 Dodge
>Taunt
3 perks:
>You’ve reinforced The Authority.
>+1 Combat Skill
>Choke
>>5093203
>Have a nice, long talk with Sadie about her true ambitions and where her true loyalty lies.
>You wanted to drop a corpse in one of the town wells. You still want to do that.
>Nielson setting traps in the crypt.
>>
>>5093202
>+2 Combat Skill
>Gut shot
>+2 Deception
>You've corrupted your soul even further.
>PRESENCE(1)

Loud and proud lads.

>>5093215
Support, but talk to Nelson about the traps first.
>>
>>5093202
>+2 Combat Skill
>Eye Gouge
>Deception
>You've corrupted your soul even further.
>Authority (Presence)
>>
>>5093203
>Talk to Sadie
>Maybe fuck her on the altar while mocking the gods
>Then, raid the farm with our "friends", and start corrupting the boy
>>
>>5093202
>Choose 2 stat boosts:
+1 Combat Skill
+1 Combat Skill
>You've mastered a dirty trick to use in combat instead of a regular attack.
Decapitate
>Choose 3 new perks, these can be stacked:
>You've mastered yourself further and can choose a bonus stat boost.
+1 Toughness
>You've mastered yourself further and can choose a bonus stat boost.
+1 Toughness
>You’ve reinforced The Authority.
PRESENCE

>>5093203
>Have a nice, long talk with Sadie about her true ambitions and where her true loyalty lies.
(maybe add some dicking)
>>
>>5093203
>Have a nice, long talk with Sadie about her true ambitions and where her true loyalty lies.

Lets get on corrupting the girl. I see anons want to fuck her too. Im not opposed, but we should turn her first.
>>
>>5093202
>Choose 2 stat boosts:
+1 Dodge
+1 Combat Skill

>Choke

>+1 Combat skill
>+2 Torture
>COMMAND

>Lewd
>Deception

>Celebrate your successes here in the way only a truly depraved mind can. How? Fuck Sadie on the altar renouncing and insulting the noble gods, and then over Willis' corpse, turn her brother's death into an experience of ecstasy.
Use persuasion, if it doesn't work. Rape, rape always works.
>You wanted to drop a corpse in one of the town wells. You still want to do that.
>>
>>5093202
>>5093203
>+1 Toughness
>+2 Combat Skill
>Decapitate
>Torturing
>You've corrupted your soul even further.
>COMMAND(1)

>Smug
for Leg sweep

Give me all the smug

>First of tell Groshnak and Nelson to loot whatever else there is in this place, smash and make a mess of the place, urns throw or ground tomb opened ... make a mess. Then throw a punch to that kid, knock him out cold, maybe he will understand to not scream again for salvation. Groshank will grab him later for when we get back to camp.
>Have a nice, long talk with Sadie about her true ambitions and where her true loyalty lies.
>Celebrate your successes here in the way only a truly depraved mind can. How? How? Fuck Sadie on the alter renouncing and insulting the noble gods, and then over Willis' corpse, turn her brother's death into an experience of ecstasy. Then piss on the corpse for good riddance, and cut the fucker head. You got an idea for tommorrow night.
>Then have Nelson work on some traps as a gift for the paladins when they enter. Afterwards to camp for one night of sleep, grab Sadie possessively and throw her on our shoulder
>Take next day as a full rest day, we go in town at night with Nelson and Sadie.
>You wanted to drop a corpse in one of the town wells. You still want to do that. Drop the head of Willis in one well, done that since we are in town, we will pay a visit to the smith. We remember his home, Nelson knows how to open the door and who expects a thief again there ? After killing him and his family, we will loot the all the good things we didn't touch last time, with the help of our trusty servants. Of course for being a good artisan and man, we will cut the smith head and the ones of his families and drop them in the other wells of the town.
>>
>>5093202
>+1 Dodge
>+1 Combat Skill
>+1 Toughness
>Artery Slice
>Weapon Steal
>You've mastered yourself further and can choose a bonus stat boost.
>You've mastered an extra dirty trick and can choose a bonus one from the list.
>You've corrupted your soul even further.
>You’ve reinforced The Authority. Command
>>You've honed a few of your skills. +2 Intimidation
>Flaw Smug
>>5093203
>Have a nice, long talk with Sadie about her true ambitions and where her true loyalty lies.
>It isn’t enough that you’ve won, someone else has to lose. Time to raid that farm.
>>
>>5093202
>+1 Combat Skill Twice
>Shoulder Throw
>Deception
>Corrupt our soul
>The Authority PRESENCE
>Smug
>Woodcraft

We should really be taking flaws, at least the first level of some of them, we can only take one per level up but it essentially gives us another perk which can be a significant power gain for what amounts to minor personality flaws, at least initially.

>Celebrate your successes here in the way only a truly depraved mind can. This >>5093035

>Have a nice, long talk with Sadie about her true ambitions and where her true loyalty lies.

This afterwards.
>>
>>5093402
The problem with flaws is that it isn’t worth getting it for an additional +1 stat increase, a dirty trick, or +2 skill in my opinion. Soul Corruption and Authority Reinforcement would be worth it, but we can buy those with available perk points, and only one at a time, so I honestly don’t see the need to get a flaw in my opinion.
>>
>>5093202
>Decapitate
>+2 Combat Skill
Perks:
>Extra Combat Skill
>+2 Deception
>You’ve reinforced The Authority: COMMAND
I gotta be honest QM we're getting a bit powerful here. Hopefully we'll encounter some paladins or something and they'll give us a challenge.
>>
>>5093414
>struggles against pregnant women and children
>haven’t even fought the town guard
>wants to fight a bunch of paladins
>>
>>5093409
come on being more smug is already a reward, if it comes with a plus is just another gain
>>
>>5093438
Eh. I’m just not feeling it mate. Maybe if it was lewd, I may do it just to be a nice guy to the rest of y’all, but even then I’d consider it to be more of a charity thing than being worthwhile.
>>
>>5093202
2 stat boosts
>+1 Combat Skill
>+1 Combat Skill
Dirty trick
>Decapitate
3 new perks
>+2 Intimidation
>PRESENCE(1)
>You've corrupted your soul even further.
No flaw

>>5093203
>Discuss trapping the crypt with Neilson as well as what's anything of worth to loot
>Have a nice, long talk with Sadie about her true ambitions and where her true loyalty lies.
>Have a nice long fuck with Sadie on the altar and then over her brother's dead body. Don't pull out.
>You wanted to drop a corpse in one of the town wells. You still want to do that.
>>
>>5093409
I obviously disagree, but you may be right depending on the severity of the effect of the flaws.

In DnD terms I think an extra 5% to hit and extra 1 damage, a point of damage reduction, (this is quite big considering the seemingly low powerscale so far, with small die sizes and not a lot of powerful spells to be seen so far) a technique/pseudo-feat, or 10% to a skill in a so far relatively gritty setting are all worth at least the first point in a flaw.

Regarding the lewds, I'm not miffed if we pass on it, I just read "celebrate in a depraved way" and thought of the earlier anon's suggestion.
>>
>>5093212
The black stars are beyond sane understanding and I can't go into detail on the eventual upgrades to these, but PRESENCE entails deepening the weight of your aura, COMMAND focusing it into single words, and SILENCE on suppressing it to more normal levels.

>>5093414
You are powerful, relative to defenseless commoners and the weakest undead possible. The full stat-block for the Lesser Wight you fought earlier is:

>Lesser Wight
>20/20 HP, 12 Dodge, 4 Toughness
>1d4+4 damage, +4 from strength
>Life Drain: An additional 1d4 damage is dealt in melee, and converted into HP.
>Grapple: Attempt to immobilize opponent, applying Life Drain each turn, +1 per turn.

That could've easily done some major damage, if not killed you outright. Regular town guardsmen aren't far behind that and most militiamen, like the Old Man, past his prime, aren't pushovers. Actual men-at-arms are extremely dangerous and come in groups. True, righteous Paladins sworn to the eradication of evil in the name of the light are beyond the pale. There'll be plenty of dangerous combat encounters in the future.
>>
>>5093210
>>5093212
>>5093215
>>5093216
>>5093235
>>5093238
>>5093241
>>5093244
>>5093247
>>5093313
>>5093317
>>5093356
>>5093360
>>5093402
>>5093414
>>5093483
You contemplate the necromancer. His struggles, his failings, the lair he left behind. He spent his days content with subtle kidnappings and idle experimentations. A coward, seeking to placate his idol and escape the hand of death. He was a failure, for one reason above all else… He lacked ambition. In that respect and all others, you are his superior, and that is why you’ll succeed where he failed. You’ve grown stronger, your reflexes honed to a razor’s edge, your tongue dipped in snake’s venom, and your arms emboldened by a new head-chopping savagery. Greater than anything, you sense the stain on your soul has darkened and its taint spreads, the impact it has realer and fiercer than smoke choking the lungs of would-be listeners. You also feel that you’re, by a streak of luck, more durable than any man with your experience has any right to be.

For a moment, you almost feel smug.

>Level 4 Evil Fighter (Thug)
>You have 38/38 HP, 11/50 XP to reach Level 5
>You have +4 to hit and a +4 to damage from martial skill
>You have a Dodge of 13, enemies need to roll 13 or higher to hit. Each time you're hit in 1 turn Dodge drops by 1d4 and resets at the start of each turn.
>You have Toughness of 1, enemies do -1 damage when hit, applied after damage reduction from armor.

>You have 1 sign of corruption:
>The Authority: After the black stars aligned and you were caught in their light that should not be, you've been given a claim to the informal ranks of unholy royalty. All that you have to do now is claim your throne and hold it. The personal magnetism that surrounds you is superhuman and fundamentally evil. This does not directly effect your charisma and related skills but radically changes the effect they and you have on others.
>PRESENCE(1): The stain on your soul has darkened and the malice in you spills into the untainted world like ink from a shattered vase. Now, only the brave and foolish can stay unshaken, and only the truly strong-willed remain unaffected. Most will panic or freeze in place at the sight of you. To the good, you inspire fundamental revulsion, to the neutral, primordial terror, and to the evil, a statement of dominance that demands either submission or challenge.
>>
>>5093629
>You have 4 abilities: Crotch Grab, Spine Snap, Detect Evil
>Crotch Grab: In combat, you can spend 1 attack to attempt a Crotch Grab, rolling to attack with bonus from combat skill against a male enemy who receives a +8 Dodge bonus. This bonus is halved if the enemy is grappled or has been hit during that turn. If the attempt is successful, the target takes an immediate 1d10 damage per Level and is stunned for 2d4 turns if they can't pass a difficulty roll of 16+damage total, applying Toughness bonus. If they survive, 1 in 6 odds they aren't permanently gelded. If a Crotch Grab is attempted and failed, next turn Dodge has a -4 penalty from overextending.
>Spine Snap: In combat, you can spend 1 attack to attempt a Spine Snap, rolling to attack with bonus from combat skill against an enemy, as standard. If you are successful, you grapple the enemy, immobilizing them, prone with your knee against their back, and forcing them to either attack you, attempt to break free, or skip their turn. If they attack, they roll against a +4 Dodge bonus applied to you from the size of their weapon at point-blank range, if the enemy is using a short weapon or are unarmed this Dodge bonus is instead a penalty. If they attempt to break free, you must roll against each other again, them breaking free on a success or remaining pinned on a failure. The first turn they're pinned, the enemy takes 1d4 damage, the damage size growing each turn, to 1d6, 1d8, etc, applying bonuses. If the enemy is unable to break free, if they suffer 12 HP or half of their HP in damage, whichever is first, their spine is snapped, immediately dropping them to 1 HP, halving their max HP, stunning them for 1d20+10 turns if they can't pass a difficult roll of 20, applying toughness bonuses, and permanently crippling them from the waist down.
>Decapitate: In combat, you can spend 1 attack to attempt a Decapitate, rolling to attack with bonus from combat skill against an enemy who receives a +8 Dodge and temporary +2 toughness, +1 per level. On a hit, if more than half the possible damage is done on any roll, the target is beheaded and slain on the spot. There is no hope of recovery, short of direct supernatural intervention or rare inherent abilities.
>Detect Evil: At will, you can focus and sniff deeply, to detect the rough degree of someone's level of evil, their lack of evil, or their opposition to it, good. Most people are neutral and have scents so faint you can't assign them to one or the other. Adventurers and eccentrics trend to moral extremes. Even if you aren't focusing, paladins reek of holiness and are immediately recognizable. Your aura is also immediately recognizable. Far more than most, even.

>You have 2 skills: 2+4 Stealth, 2 Intimidation, 2 Deception
>You have Expertise in Stealth and Combat, allowing you to take the best of two d20 when relevant, though crits take precedent.
>You have no flaw, yet...
>>
>>5093632
You have plans… Plans for Neilson, plans for the boy, plans for the camp and the crypt and the mafia boss and the next few days and every other thing. Plans within plans within plans. Those can wait. You have a need. You walk back to the outer sanctum and push in the door. She’s where she was, studying the necromancer’s diary but when she senses your presence, she shuts it with trembling hands and isn’t able to look into your eyes. “…“ You speak. Your voice is no different but due to The Authority, every word is dripping with iron fisted contempt. “Sadie. Tell me now. Lie and I will cut out your tongue. What are your true ambitions?” She sits, shaking as if she were up to her shoulders in snow. “…I-… Th-th-“ You scowl, snarling. “SPEAK! OR SO HELP ME…”

“I-I want to know! The secrets the noble gods keep from us… To know things no other does makes one powerful and I want that. I want… I want to be FEARED. I want to have power of my own, not attached to any fat noble’s name, not attached to any pretty face. This diary was… was a start of that.” You stare down as she lifts her eyes, slowly drifting over your breastplate. Her face is very plain, boring, the way a bowl of oatmeal is. Inoffensive, filling, but nothing a man would take if he could get better. You narrow your eyes and sniff. It’s a remainder. Beyond that face, beyond a body as curvy as the average knotted stick, is a dark mind with the potential for true evil.

She dares-! Lifting her head for a moment, to meet your gaze, and she continues, almost at a whisper. “You… were a start of that.” That was an adequate answer. You speak again. “Tell me. Where does your true loyalty lie?” The girl, a woman, really, averts her eyes…

>Autosuccess: She was already positively predisposed and between her fear and PRESENCE(1), the difficulty was pushed into the negatives.
>Sadie, (Level 0 Necromancer) has joined the party

“...with you, if you would take it. I’ll go farther with you, a-and your orc, than I ever could on my own, o-or dancing around the foibles of my pissant of a brother. I-... I say that and I mean it.” You contemplate this for a minute. She folds her hands together, nervous. You chuckle. “Then it’s high-time we celebrated!” You grab her by her brown hair, yank it hard, and pull her to the door, she winces but doesn’t stop or cry out. You have a pair of specific destinations in mind… The next few hours are an affront to decency, holiness, and everything good and pure and noble in this world.

>roll 1d100 for... reasons
>>
Rolled 23 (1d100)

>>5093528
I wish I was less apathetic on the issue, I just don't see the point in exchanging a flaw for a dirty trick that doesn't interest me, half the stat bonus of a normal level up, or skills that I don't find compelling.

>>5093637
Yolo
>>
Rolled 37 (1d100)

>>5093637
>>
>>5093639
When you crawl off of the limp, damp girl, every muscle in your body is sore, bloody scratches run down your back, and your hair is matted with dirt and gore. You also have a shit-eating grin.

>-2 HP, 36/38 HP left
>+5 bonus scumbag XP, 16/50 XP to reach Level 5

You lazily strap your armor back on and turn to business. You find Neilson in the first store-room, playing tic-tac-toe with the boy, both of them with their shoulders hunched as if they’re worried they’ll be snuck up on. The moment they see you they react like they wish that you had. There isn’t anything complicated to get into here. You ask about the logistics of trapping the crypt for the Paladins and Neilson assents. He can do it, he says, but it will take some time, and he’d do it best with some material. Rope… Nails… Glass, even. Some of that’s already here but some needs a purchase or some thieving at Dalhurst. The more, the better the results. You don’t expect he could rig anything to kill a Paladin on such short notice, but the black dyad are infamous in the kingdom for a reason and you know damned well he could make it hurt. You tell him to start making preparations while you parse things out. It’s almost nightfall, a little late to get back to your camp but you could stay the night here. Or not. You need to plan for that, too.

Who should stay in camp and who should stay in the crypt? This can easily be all one or the other. Alternatively, you could move the camp onto the crypt but that has its own ramifications.

>You (Camp/Crypt)
>Groshnak (Camp/Crypt)
>Sadie (Camp/Crypt)
>Neilson (Camp/Crypt)
>The Boy (Camp/Crypt)

Is there anything you’d like to do before you go to bed?

>Discuss Neilson’s dagger, then share some of your ideas.
>Hang out with Groshnak, praise him for his violence.
>Talk about Sarintob with Sadie, and the ignoble gods in general.
>Corrupt the boy while the trauma of the laboratory is fresh on his mind.
>>
>>5093660
>Everyone goes to the camp, we'll get the supplies for Nielson tomorrow and send him to the crypt the next day

If we can pick multiple options, then
>Talk about Sarintob with Sadie, and the ignoble gods in general.
>Discuss Neilson’s dagger, then share some of your ideas.
>Corrupt the boy while the trauma of the laboratory is fresh on his mind.
If we can do only one, then just discuss Nielson's dagger.

Also should we level of Groshnak now or just wait till we see his perspective again.
>>
>>5093660
>>5093673 +1
>>
>>5093673
Support
>>
>>5093660
>All crypt, we get the bed

>Discuss Neilson’s dagger, then share some of your ideas.
>Corrupt the boy while the trauma of the laboratory is fresh on his mind.
>Talk about Sarintob with Sadie, and the ignoble gods in general. Then some more fucking.
>>
>>5093673
> Support

I forgive Sadie's plainness as apparently she's a fucking animal in the sack judging by the scratches and two damage.Ignoble gods be praised, nice to have someone around besides Groshnak who's got the potential to be as fucked up as Melvin is.
>>
>>5093700
I'm not sure if the scratches were from her, or if it was just because we were fucking in an ancient, dusty tomb. Although, speaking of Groshnak, we might need to tell him that Sadie is off limits for him. Not now of course but just in case anything happens
unless you want the orc to fuck the girl as well
>>
>>5093705
I'm down to share but he'll break her and she has too much potential for that. We do need to find our friend a warm hole soon. Maybe one of the Paladins on the way is a woman?

Maybe he wouldn't care if they were a man?

Orcish muh dick is a powerful force.
>>
>>5093705
>spoiler

lol, no, he ain't that good of a friend to share women with

>>5093710
Can't fight the paladins, but I'm down to give him Willis's hole for a couple spins. He did take his pants after all.
>>
>>5093673
support
>>
>>5093673
>>5093681
>>5093687
>>5093700
You pat Neilson on the shoulder and gently lift him from the ground. You slowly take his chin in your hand and lift his eyes to yours. The SLAM of your backhand caught him completely off-guard and he stares at the floor, cowering, as you whisper. “Earlier, I saw what you did, Neilson. You kept your dagger hidden from me. If I find you’ve kept any more secrets, I will use that hook of yours to take your life, slowly, from the navel to the neck. Do you understand?” There are tears welling in his eyes but he tries to stay strong, for the boy. “Uuh-uh-huh…” You scowl, tightening your hold, and he stammers. “Ah-AH mean, y-yes sir! I understand! Anythin’ you say!” You release the thief and smile. “Good! Now there’s no excuse for any more misunderstandings. Keep up the good work. Now, about the tunnel…” His trained professionalism kicks in and he listens closely…

When that’s done, you take everyone from the crypt and return to the camp. Like hell you want to stay there overnight, most of all the boy, as clever as he is, with all of those tools laying around. You wake up the next morning and start deciding what to do, when Sadie comes to your sleeping spot. She’s still flustered and visibly frightened by you but that’s not what she’s here for. The scrolls from the outer sanctum are bundled under her arm and she holds the coin pouch and the ring, you see. Your curiosity grows. “I thought I should tell you. Most of these scrolls are surgical diagrams, very useful, but… three are written in a language I haven’t seen in my studies, in the letters of our tongue. I suspect they hold a magic incantation and don’t dare to read them out loud. I’m studying the diary to see if there’s any reference to them but haven’t found anything yet.”

You nod, taking in this new information. “And the ring?” She holds it in her hand, very careful not to slip it on a finger. “I have no idea. I don’t dare to wear it.” You nod, makes sense. “What of the pouch?” She smiles, bites her lip, and spills the sack over your makeshift bedroll. A small mountain of silver and copper coins. This catches your attention and you’re about to ask- “23 silver, 45 copper. I stayed up last night counting. It was hard to get to sleep after-“ You stare at the second scroll in her arm with genuine surprise. You’ve noticed an extremely evil aura on the parchment, equal to the necromancer’s soul remnant, at least. “That second scroll… It’s EVIL.”
>>
>>5093740
Sadie holds the scroll away from herself. “…I see.” A strange glint comes to her eye. "Should we read it?” You think for a minute. You know nothing whatsoever about this scroll or what it does. For all you know it could suck the soul out of everyone near the reader and devour it to fuel a spell that she doesn't know how to cast. You also can’t read it yourself, meaning that she would have to be the one to read it and, if it’s destructive, most likely cause some or all of the others, yourself included, to suffer the consequences. Its purpose might also be mentioned at some point in the diary. Still, you’re a little curious…

>Have her read the scroll, immediately.
>Store it away from the others, for now.
>Burn it. Too much risk to keep it around.
>>
>>5093742
>Store it away from the others, for now.
>>
>>5093742
>Have her read the scroll, immediately.
>Fuck her hard afterwards.

When in Rome...
>>
>>5093742
>Store it away from the others, for now.
>>
>>5093742
>Have her read the scroll, immediately

Better her than us, maybe it will just rot her soul, which is good for our purpose anyway.
>>
>>5093742
>>Have her read the scroll, immediately.
With the intentions to--
>>Store it away from the others, for now.
--If it's nothing we can use immediately.
>>
>>5093742
>>Store it away from the others, for now
Continue to read the diary instead. Is best to understand what this scroll actually is and what can we do with it.
>>
>>5093742

>Store it away from the others, for now.

"Let's not forget that your idiot great grandfather botched his ritual reading off of a scroll just like that. Store it safely until we can understand what it means."
>>
I have think about a bit and our possible nearby targets are all quite juicy, and we should capitalize on it before the arrival of the paladins.

- The nearby farms in this region seem isolated, making them targets that can be taken with an assault and will not be visited anytime soon by other people
- There is that incoming caravan, with a group of armed men with them so it could be better to find more servants for us. Or we prepare a good ambush.
- There is the mafia to contact, it opens a lot of possibilities if we want to go for them. When we fully secure Nelson loyalty navigating the criminal world should be easy.
- Sadie is now loyal and has plenty of potential, if we can give her experience and perhaps other books on necromancy she will get stronger. The noble background and kingdom knowledge are another boon. For now we should give her a knife.
- And the town . The town looks like a large target. And those wells, plus that inn. And that smith forge. It might be ambitious but we could plan something really really evil there. Something that makes what we did to the minstrel wife and son look like nothing. First we poison the wells with corpses and feces, then we send someone to offer several drinks to the inn to everyone. We have the money. Now with an inn full of drunked people, plus everyone that will get sick from the wells the town will be weak. And we could do dark deeds on them, for then sacrifice a whole town to the dark gods. This will attract a lot of heat on the region, but it will give us a lot of corruption. It will not be easy at all, but its not impossible with a good plan or more help. There is also risks, that some people might escape and rally men from nearby farms and settlements.

Still it might be best not to. We can just go for the farms and do darkdeeds&sacrifices there, while maybe looting again the smith forge for the coins and equipment that our companions could use. It would attract less heat on the region and keeping us more safe, some farms ravaged is not enough for attract something too dangerous. Ravaged settlements though will do that. Preferably we should attempt to avoid powerful foes (there is plenty of weak targets to kill), unless we can press more than one advantage and make it unfair for them.
>>
>>5093742
>>Have her read the scroll, immediately.
>>Fuck her harder afterwards.
>>
Given we have the QM's word that paladins are serious business and come in groups I don't think we should confront them directly in the crypt, I don't get the impression that we are ready for them yet unless they are ultra low level ones. I honestly think we'd have trouble fighting a slightly larger group of regular soldiers let alone paladins.

What I think we should do if we are dead set on confronting these paladins is go around raiding to level up our group and corrupt them. Then get any supplies we need from the town, try and meet the black dyad first and get them to work with or for us and try and recruit some additional manpower from them. Finally when we stealthily, (hopefully) observe the paladins arrive and go down the ladder to the crypt we pile a bunch of wood and flammable materiel down the hole and light it up and then close the hatch so as to smoke them out, after that we wait to see if any come out so we can leverage our superior numbers against a single opponent awkwardly clambering up a ladder; going down there is to the paladins advantage as they will probably be individually stronger than most of our group and most consistent with their strengths compared to our group and the single file passage way will make that a death sentence for us, the same applies to holing up in the crypt and fighting a defensive battle with traps, though we can still trap the crypt.
>>
>>5094131
I'm personally of the opinion of rubbing dirt, shit, and pissing on the traps, making an infection likely to do even more damage on top of the trap. If we can get a bit of corruption in the wound as well, all the better I say.
>>
>>5094131

Why not just lock them inside the crypt with a boulder or something?

Then we can wait three weeks until they starve and loot their bodies?
>>
>>5094131
Let's trap the crypt just to fuck with them, although >>5094139 is a fairly good idea.

I figure we do some raiding, but nothing that'd put too much heat on us before Neilson's boss arrives and start corrupting the shit out of the kid and the thief. I'd ideally like to be gone before the Paladins arrive... but on second thought rumors of an Evil Guy in the area will be a problem if we don't come up with a plan for how to deal with them.
>>
>>5094137
Sure.

>>5094139
Could work, but depending on the terrain and how big a boulder you want to move it may not be plausible. If they leave guards to defend the entrance then we won't have time to both carry the boulder and attack and kill them fast enough to secure the entrance before the hypothetical guards alert the party that goes inside. This probably goes for however we try and sequence it, whether we do the killing then carrying or vice versa or try to have a few people carry it while the orc and us go ahead to kill these hypothetical guards.

Still, if it turns out our scouting reveals it to be a viable option and there is a convenient sized boulder nearby, then I'm all for it.

>>5094153
Yeah, eventually us raiding successfully unchecked will probably lead to some Good Guys coming after us, regardless of how deep into the borderlands we are.
>>
>>5094139
I prefer to simply leave the traps as a gift, if they are really strong and have divine favour they might just be able to run out when they realize someone has block them and charge through the debris we would have put in front of the crypt entrance. We also have a stentch of evil on us, and the crypt can only cover our own "odor" for so long. They also might have a retinue of soldiers, mages and other people so i am very unsure to fight them.

>>5094153
If we don t go for attempting to kill the town (with poisoning wells and making drunk the rest of them in their inn), i am in favour of going for the isolated farms and hamlets. As well alone trading caravans and civilians on the road. We wouldn't remain in the area after the discussion with the mafia, otherwise we risk to be found by the paladins party and their servants. Or by people that will be send for investigate and protect the region, after our raids knowledge is known.
Though i am still tempted to loot again the town forge, since Groshnak could use some better equipment.
>>
>>5094298
Easy, turn the boulder into a trap itself. Weaken the surrounding foundations, rig it to fall, hopefully it'll crush a paladin as well as trap them in.

>>5094318
Just throw a body down the well and kill the guards, it'll leave the villagers weak and without law, and it's descent into choas and violence will force the paladins to remain there until they can get replacements for the town. You don't need to murder the whole town to cause a lot of problems for the paladins.
>>
>>5094334
Ah no the murder of the whole town is for our gains (corruption and evil especially), not as a distraction for paladins but as an opportunity for us. Otherwise i wouldn t mention to both poison all the wells and offer drinks at their inn for get drunk anyone else.
>>
>>5094345
As much as I admire your hutzpa, leaving the paladin undistracted to follow us after an entire town was massacred will just put us in a worse situation than before. I say we play up the Joker meme in this, kill all the guards, poison their drinking water, and let human nature take it's course. Hell, we can even tell the villagers that it's the noble gods or them and have them defile and rape their own temple before the paladins come around to restore order here.
>>
>>5094351
Fair enough it s better those dogs don't follow our bloody tracks or worse our presence. We will have plenty to kill on the road
>>
>>5093742
>Store it away from the others, for now
>Fuck her hard anyways
>>
Rolled 91 + 5 (1d100 + 5)

>>5093747
>>5093759
>>5093931
>>5093955
>>5094529
“And risk wasting its power? I think not. Let's not forget that your idiot great grandfather botched his ritual reading off of a scroll just like that. Store it safely until we can understand what it means." She nods. “That-… that might be for the best. But you’re saying my ancestor used a scroll?” You shrug. “I didn’t find one but I don’t know, probably.” The scrolls are bundled up under her arm and you get an idea. “Now bend over.” Sadie’s a little less enthusiastic this time but that doesn’t much matter. To you, anyways.
Is this going to be a regular thing?

>Yeah, what comes of it in the future, comes
>Nah, don’t want to be making any mistakes

After that’s done you leave your makeshift bedroll and get to thinking. You should just use the sibling’s tent now that Willis is dead. Very horribly dead, actually. As far as you’re aware the town hasn’t sent any search parties for you since last week, if they ever did. All that’s left is rumors of your aura, now stronger than it was, and of the atrocities you’ve already committed, that have surely been tied together. Some of the townspeople will be on high alert but the guardsmen likely aren’t too invested. Neilson was seen with you and would be an object of suspicion, but Sadie is, as far as they know, a complete stranger to you. Sending Groshnak or the boy into town would be a bad idea, even if it would be funny, but she would be able to do some business. You have 27 silver and 50 copper coins, enough to buy more than you would know what to do with, if you were a commoner.

You aren’t a commoner though. Not anymore. You have ideas. Some fun, some necessary, the best of them both. It’ll be a few more days before you even need to worry about the black dyad boss showing up. If he ever does actually show up. Assuming he doesn’t send a group of assassins instead. You doubt he’d warn the legitimate authorities. Might be best to just move on, actually. Might be better to stay, getting in with the mafia would be a big opportunity. Of course, he’s not the boss of the organization, he’s the guy that’s in charge of small fry like Neilson. Still, he’s a guy that knows a guy… who might know the guy who is in charge. That's a big deal.
You make a plan for today.

>The thoughts of that farm have tempted you for too long. You’re going to raid it.
>The guards in the town are too complacent. You want to give them a reason to patrol. How?
>You shouldn’t hurry too quickly. Just send Sadie into town, Neilson to the crypt, and corrupt the boy for today.
>You have another plan, a better plan. What is it?
>>
>>5094593
>Yeah, what comes of it in the future, comes
>You shouldn’t hurry too quickly. Just send Sadie into town, Neilson to the crypt, and corrupt the boy for today.
We need to ensure loyalty and submission, in all our followers.
Tell Sadie to buy some supplies as well, not just what Nelson needs. Give her one of the daggers we have for defense, i doubt she s going to use it combat anytime soon but better than fists for a woman.
>>
>>5094593
>Yeah, what comes of it in the future, comes
>You shouldn’t hurry too quickly. Just send Sadie into town, Neilson to the crypt, and corrupt the boy for today.
Let's see how on guard they are before making our next move
>>
>>5094593
>Yeah, what comes of it in the future, comes
>You shouldn’t hurry too quickly. Just send Sadie into town, Neilson to the crypt, and corrupt the boy for today.
>>
>>5094617
+1
>>
>>5094617
And i forgot some cloaks , we don t need rain or snow on us. Beside it covers our features. Some clothing if our cloths are in tatters. Then not much else.
Unless does this town sell medicine or potions ?
>>
>>5094617
>>5094621
>>5094623
>>5094633
>>5094647
You'll do what you want. The consequences you can worry about later, or force on someone else. That's what you've always done? Why change now? Ha! You give the girl one of your daggers, she takes it cautiously. "That letter opener you've got in your pocket won'¡ amount to shit. Take this. Easy to use. Anyone tries to grab you, just slide it across the neck. Got it?" She nods, shaking slightly. It seems your presence has a powerful effect, even on those you've known for a while. You keep talking. "Good. Take it and the money, go into town, buy some goods. Everything Neilson says he needs and the supplies we need. Medicine, if it's there. Food, too, but that's less important since we can just steal it. Oh, and some cloaks too. Got it?" She nods. "Good. Now get out of here. Leave the diary in your tent. Don't want to be caught "dead" with that. Ahahaha!" The girl leaves and you go to get Neilson, to find he's already getting ready for the crypt. You whisper into his ears. "Remember. Try to run and your soul is mine."

The thief is in mortal terror from a few moments of listening to your voice. Excellent. You're eager to see the effect it has on normal commoners but you suppose that can wait. Groshnak's in a good mood. You think. It's hard to tell, he always give off the feeling that he's hungry for murder. The boy is trying to prod him into talking orcish, with some success. You interrupt them both. The orc moves to kneel but catches himself while the boy stares at you, shivering and shocked into silence.

What's your strategy for corrupting the boy? You'll use it in the future.

>Brute Force: Rely on The Authority and tell him what you want him to believe. Mercy is for the foolish, legal justice for the weak, and all of that.
>Reason With Him: Explain that the noble gods are clearly weak, otherwise they wouldn't have let you murder his family. Get him to see the rational side of things.
>Lean on the Orc: Tell him about how the orcs are a strong culture and that Groshnak, like you, is a strong example of it. Men should be more like orcs.
>Be Cooperative: If he asks you something, answer it in a way he'll understand, don't push too hard, be kind, even. Let him go at his own pace. If he hates you less, this becomes easier.
>Mix of Tactics: You'll do everything at different times and different intensities. What feels right for the moment, then what feels wrong, to keep from getting comfortable.
>>
>>5094651
>Reason With Him: Explain that the noble gods are clearly weak, otherwise they wouldn't have let you murder his family. Get him to see the rational side of things.
He seems to be pretty smart for uneducated peasant standards, so I think this might be the best way to slowly corrupt him.
>>
>>5094651
>Mix of Tactics: You'll do everything at different times and different intensities. What feels right for the moment, then what feels wrong, to keep from getting comfortable.

Allows us to be harsh and direct at times and also to reel him back in with seemingly reasonable truths and a common man's kindness. A mix of exposure to The Authority to do the heavy lifting of breaking through what would be unbreakable barriers, reasoning so his internal logic is swayed in addition to his emotions, theology to make him realise the world is cruel and life is best lived as the Ignoble Gods intended it, and leaning on the orcish culture to hopefully get him to get used to following his baser instincts, and finally a little bit of cooperativeness so he doesn't hold a strong desire to slit our throat the moment he toughens up and grows a spine.

...I really gotta remember to take off my name more consistently.
>>
>>5094651
>Mix of Tactics: You'll do everything at different times and different intensities. What feels right for the moment, then what feels wrong, to keep from getting comfortable.
>>
>>5094659
+1
Also ask him what his name is cause we still don't know it.
>>
>>5094659
support

>>5094672
right we don't know his name
>>
>>5094659
Sure, I'm alright with this.
>>
Rolled 5, 22 = 27 (2d100)

>>5094659
>>5094667
>>5094672
>>5094680
>>5094730
At times you're subtle, then you're bold. You smile, the image of openness, then hiss and scowl when he makes a misstep. The boy is clever but you're in control, he asks loaded questions, you ignore them, he tries to maneuver, you smash down his gates, he begs for relief, you give him what he wants and then take it away. Throughout, you are careful not to beat and insult him for his slowness. After all, mercy is for the weak, and this boy, this boy is weak.

>roll 8,12,16,20 or higher on 1d20+2
>You're using deception and intimidation so you get a bonus for the average of both.
>Your combined score is +4, making you a de-facto expert. Take the best of two rolls.
>>
Rolled 16 (1d20)

>>5094772
Yolo
>>
>>5094772
What was this 2d100 for?
>>
Rolled 8 + 2 (1d20 + 2)

>>5094772
>>
>>5094810
The town's readiness and [REDACTED], the lower on both the better for you.
>>
>>5094780
>>5094831
Corrupting a child who saw you massacre his family before his eyes in a single day should be nightmarishly difficult. For some reason, you find that it isn't so here. Naturally skeptical, the boy listens attentively to your arguments, comparing them to the ones he's heard for the opposite. The problem is that he's never heard an argument for the opposite, only a firm, unwavering insistence that it was the truth and that questioning it was an insult. When he questions you, instead of being made to fetch a switch and go without dinner, you give him an answer, a reason for why you think the way you do and even if he doesn't agree with all, or even most, the fact that you're willing to explain your position has made an impact. Anytime he starts to have serious doubts or misgivings, you rely on The Authority to crush them beneath the half-assed rhetoric of an illiterate common-born outlaw that thinks he's sophisticated.

Because you speak with The Authority and your listener is also illiterate and common-born, as well as a boy with no life experience to challenge what you're saying, it works well. Very well, in fact. He's opposed to you on principle but your words have broken down years of conditioning. Now, for the first time, there's a fundamental doubt of the noble gods and the goodness in his soul. He's still an innocent but he's sitting on the edge of a cliff leading to the pit. Pushing him off will probably take a few more days. You get the impression that The Authority has taken this from a matter of months to most of a week. You imagine what you could manage with someone who was already corrupt and smile. Sadie returns late in the afternoon with a rather heavy bag.

You're curious to see what she brought. She's pleased to let you know that between the very small stash she already had and the load a desperate merchant was looking to get rid of, you now have 17 days of medicine. With this, healing injuries will be much easier. (Keep the bonus when recovering HP, every day that you have these) You ask what else she's gotten her hands on and she shows you something even more interesting. Three spools of rope, two boxes of nails, two heavy jars, and a particularly jagged rock she spotted on the way out of town. With these, Neilson will have his work cut out for him. She even had enough space leftover to get 5 days of food. You ask about the price and are told she managed to get by only spending 19 silver and 13 copper coins. You're impressed. You ask about incoming caravans. She says there's supposedly an armed wagon of luxury goods bound for the outlands due in three days, not counting today, intent on trading them for furs and hides.
>>
>>5094940
You ask about the cloaks and she dumps out the bag. They were in the bottom, the first thing she got. One for each of you and a ragged blanket she's confident she can stitch into something serviceable for Groshnak. "Excellent. Now, what about the town?" She smiles despite herself. "It hasn't changed." You raise an eyebrow. "What do you mean?" She smiles wider. "I mean that it hasn't changed. The captain of the guard doesn't believe the rumors are connected. He doesn't even believe some of them and neither do the guards... I-I assume you were behi-" You interrupt. "I was and what happened there was worse than they say." The girl's smile fades and you sense some tension in her. Nervousness. "Oh, r-right,well they haven't increased patrols and the taverngoers-" "Oh?" "-The ones still worrying are being ridiculed. There were already rumors that the thieves were with the black dyad and it was tied together that you must've been their handler. Most of the public thinks they're gone for the heartland and nothing to worry about." You're very, very pleasantly surprised. "Excellent work. You'll be "rewarded" for it later, heheheh." The tension in the girl grows but she says nothing. "If- If it's not too much to ask, I'd like to get some time to study the diary, ton- tommorow. Tomorrow!" You shrug. "Why else would we have gotten it?" You let her leave and start to think.

Dalhurst is defenseless and if the Paladins have any spies here, which they should, it's a major spot on the trade route going to the outlands, they'll hear rumors that the black dyad is active here. Which they are, or were. Then they'll tie anything that happens here back to them or even to you, as "proof" that the black dyad are involved with something unholy. That's an excellent cover. You make a decision.

>You'll take advantage of Dalhurst now, while the rumors are fresh and the mafia is easy to blame. This will be true for a while, either way.
>You'll strike that farm after dark, with the boy and the others at your side. It's time that he killed someone.
>You'll wait for tomorrow and talk to Sadie about Sarintob, you think it acknowledged you in the shrine.
>>
>>5094945

This is opportune timing all around.

>trap the necromancer's lair with Neilson while Sadie studies the journal
>hit the inbound merchant wagon, kill everyone, hide the wagon, hide from paladins
>kidnap the Dyad boss when the time comes
>ride a wagon full of goods to the Dyad leadership, leave Dalhurst behind

Basically pin everything on the Dyad and keep the paladins in the dark.
>>
>>5094958
This.
>>
>>5094945
>You'll strike that farm after dark, with the boy and the others at your side. It's time that he killed someone.
>>
>>5094945
>You'll take advantage of Dalhurst now, while the rumors are fresh and the mafia is easy to blame. This will be true for a while, either way.

What does take advantage of Dalhurst mean btw?
>>
>>5094958
Also, fully approve of this plan as well.
>>
>>5094958
Supportan, utterly devlish. I like it.
>>
>>5094958
>>5094961
>>5094984
While I agree with this plan, I'd also like to hit this farmstead and throw a couple bodies down the well.
>>
>>5094958
>>5094961
>>5094984
Also lads, this is about our action today, not three days from now when the wagon comes around.
>>
>>5094990
So it gives Neilson two to three days to trap the Crypt and Sadie to study the journal; we can hit the farm on our way out of Dalhurst. We can always train and start training the kid in the meantime.
>>
>>5094975
That depends on what you wanted to do. That could be trying to rob the smith again, stealth-killing a guard, throwing a corpse down a well or anything else.
>>
>>5094958
>>5094961
>>5094977
>>5094984
>>5094988
You form a diabolical plan. You'll help Neilson trap the crypt while Sadie studies the diary and the boy speaks with the orc. Then when the wagon comes, you'll murder everyone in it and hide it from the townspeople. Next, when the boss comes, if he comes, you'll kidnap him and ride the wagon back to the heartland, to the leaders of the black dyad! Surely there's no way this could go wrong. None, and you analyze the plan for holes when you realize-

>>5094672
>>5094680
"BOY." He awakens, startled from his sleep and terrified at the crazed look in your eyes. "WHAT IS YOUR NAME? I NEVER DID ASK." The boy stutters. "It's t-t-tobias... Please don't cut out my tongue." You contemplate for a moment. "VERY WELL THEN. MY CURIOSITY IS SATISFIED." You leave him without another word. You're fairly sure he's crying. You haven't tortured him yet so you aren't sure if you can add child abuse to your list of crimes. Wait. There was Gilberd's son. Yeah, nevermind. You half want to set something else on fire but it's not urgent. You're about to travel to the crypt, probably to meet the thief on the way back, when Sadie lays her hand on your shoulder. "M-Melvin..." You turn and leer. "Again, so soon?" She shakes her head. "No, not that. I-... wanted to ask you about the crypt." You ask. "The crypt? What about it? The corpses?" She shakes her head again. "No, I mean... The shrine, to the ignoble god."

You nod your head. "Ahhh, well I'm busy now so I'll tell you later. If I remember." She looks somewhat surprised and watches you go. You smirk when she can't see your face. Can't let them have everything. Although... You are a little curious. The presence in the shrine reacted almost immediately to you, but you've heard many go their entire lives without seeing a miracle and that only the highest priests can regularly speak to the noble gods. Perhaps the ignoble gods are more active among their followers. Perhaps it noticed and responded to The Authority. If that "Sarintob" gave you the corruption of an abandoned unholy place for a nod, what would it do for an actual sacrifice? What about multiple sacrifices? Maybe you could use that ignoble god to get power... or a jar of honey or something. You aren't sure how that works. You aren't sure that you care right now.
>>
>>5095035
You run into Neilson, on the way back to the camp just like you predicted. You discuss his plans and what he's already done, mostly setting snares, and suggest a few ideas. Could you use a dagger for something? Maybe a spike? What about a wooden board with a spike in it that snaps out into the back of a Paladin's head? Yes, you have many ideas and he tries to accommodate. He'd better. You'll be with him for the next few days, unless you change your mind, but yes... It's all coming together. The next morning, you crawl out of the girl and everything is set into motion.

>roll 1d20+5 to trap the crypt, unless you want to train, then roll 1d20+4 and 1d4 for XP to train for the day
>He gets a +4 from his lockpicking skill, +1 from your assistance, rolling twice.

>roll 1d20+2 for Sadie to study the necromancer's diary
>She gets a +2 from being somewhat well-read
>>
Rolled 12 + 5 (1d20 + 5)

>>5095037
>>
Rolled 7 + 2 (1d20 + 2)

>>5095037
>>
Rolled 14 + 4 (1d20 + 4)

>>5095037
>>
>>5095037
If you don't mind, I think helping Nelson trap the crypt is better for that sweet sweet 19.
>>
Rolled 2 + 2 (1d3 + 2)

>>
Rolled 3 (1d4)

>>5095037
>>
>>5095040
>>5095042
>>5095048
For the next two days, you have a loose routine. It consists of rummaging through a dusty crypt helping the thief move things and put them places, and between your ideas, his tried-and-tested methods, (and training) and both of your hands, by the end you have a few nasty surprises waiting for the Paladins. You're particularly proud of the "glass bear-trap." Most won't be too damaging to a man in serious armor and only a few are deeper in the crypt because you haven't had much time, but it will annoy them. Later on, in the sibling's tent, yours now, which you've taken to sleeping in, the aspiring necromancer in your arms confesses to you that she's confused by the cryptic languages in the opening passages, which she's convinced are coded but which sound to you like they were written by a madman, and while she's convinced she can manage soon, she isn't sure when it will click. You tell her that as long as she does, you can tolerate some slowness. You have no idea what to expect from necromancy or what form her knowledge will take. Is she going to start reanimating corpses and throwing black lightning some day? Or is it more subtle, like snuffing out candles and asking graves who's buried there? You just hope the results are useful. It would be cool if they're badass but you really just want them to be useful.

It's the morning of the third day and according to Sadie's report, the wagon will be coming down the road soon. There are a few variables to take into account before you launch your raid.

What of the boy?

>He'll stay tied-up to a stump in the camp.
>He'll come with you, a "hostage" is possibly useful.

What of the thief?

>He'll stay in the crypt, making traps.
>He'll come with you, his dagger's sharp.

What of the orc?

>He'll stay in the camp, sitting on his ass.
>He'll come with you, even if he'll immediately alarm anyone that sees him.

What of the girl?

>She'll stay at the camp, she's useless in a fight at the moment.
>She'll come with you, seeing death firsthand, again, might help her studies.

Now, which time should you strike?

>Day: When the wagon is on the move and vulnerable but everyone is awake.
>Night: When the wagon is stopped and defensible but most are asleep.

Everything else you might decide on the spot because you don't know what to expect but a plan might help.
>>
>>5095076
>He'll stay tied-up to a stump in the camp.
>He'll stay in the crypt, making traps.
>He'll come with you, even if he'll immediately alarm anyone that sees him.
>She'll come with you, seeing death firsthand, again, might help her studies.
>Day: When the wagon is on the move and vulnerable but everyone is awake.

Let's gooooo!
>>
>>5095076
Tobias:
>He'll stay tied-up to a stump in the camp.
Nielson:
>He'll stay tied-up to a stump in the camp.
Groshnak:
>He'll come with you, even if he'll immediately alarm anyone that sees him.
Sadie:
>She'll stay at the camp, she's useless in a fight at the moment:
>>
>>5095076
>Day: When the wagon is on the move and vulnerable but everyone is awake.
>>
>>5095076
We have stealth so whether we attack during the day or the night has more to do with whether or not we have a good ambush point. We have a thief capable of making traps which can improve on an already strategically sound ambush point... but since we haven't scouted around for anything like that, it's probably best if we opt for an attack at night.

Boy stays at camp with Sadie. Neilson and the Orc come along.
>>
>>5095089

Agree with this logic, don't forget that Neilson and Melvin are specced for stealth.

Groshnak, not so much, but he can go apeshit when we blow our cover.
>>
>>5095089
Bring Sadie along, maybe she can learn and experiment with death as a necromancer.
>>
>>5095076
>The boy
Stay in camp

>Thief
Bring him

>Orc
Bring him, but have him lurk out of sight until we attack

>Girl
Stay in camp, watch the boy

Daytime ambush, ideally.

>>5095089
Supporting this, essentially.
>>
>>5095076
boy
>He'll stay tied-up to a stump in the camp.

thief
>He'll come with you, his dagger's sharp.

orc
>He'll come with you, even if he'll immediately alarm anyone that sees him.

girl
>She'll come with you, seeing death firsthand, again, might help her studies.

strike
>Day: When the wagon is on the move and vulnerable but everyone is awake.
>>
>>5095076
boy
>He'll stay tied-up to a stump in the camp.

thief
>He'll come with you, his dagger's sharp.

orc
>He'll come with you, even if he'll immediately alarm anyone that sees him.

girl
>She'll come with you, seeing death firsthand, again, might help her studies.

strike
>Night: When the wagon is stopped and defensible but most are asleep.

Our aura alongside, night time and an orc will no doubt weaken the resolve of the caravan guards. And the shadows of the night cover us more, meaning us and Nelson should be able to come near and cut down at least a few of the sleeping people. Then when they inevitably get up, we charge them same for Groshnak.
At day they risk to be too ready to kill, and ready for anything that might come their way. That doesn t work well for use stealth, and seeing an orc is far easier with sunlight.
>>
>>5095082
>>5095087
>>5095088
>>5095089
>>5095095
>>5095101
>>5095390
>>5095406
>>5095450
Too valuable to risk, not violent enough to bring along, the boy is left tied to a stump. You hesitate for a moment but decide to take the thief with you. There's no question whether you're bringing the orc. Even if he weren't as aggressive as a rabid animal on two legs he's still your friend. Sadie is a difficult choice. If she were to die you'd be left without anyone that could read the diary, much less make use of it, and you would have to kidnap someone able to teach you how to read. It's a massive risk but you think the potential insights outweigh the possibility of loss.

Only the boy is left at camp. You're confident that he won't dare to flee, especially after he's already failed once. The attack itself will happen in daytime. All the better to use the crossbow and the 18 quarrels that are left. You go and wait far to the sides of the road leading into Dalhurst. It takes hours and is past noon when you spot a speck on the horizon. It comes closer and you realize that this is an impressive wagon, with two large draft mules, iron bindings on the wheels, and three guards on the ground that you can see. One stern-faced in a skullcap and chainmail, he holds a crossbow and look like he knows what he's doing. There are two others, both in padded hood and gambeson, one with a spear over his shoulder and another with a shortsword in its sheath. In the wagon you see two, a bloated man handling the reins, who has a crossbow slung on his shoulder and looks rather uncomfortable in his traveling clothes, and a scarred man in brigandine and a nose helm. He has a greatsword on his lap and is visibly sleeping but the sheer sight of him gives you a gut feeling that he's a dangerous foe, perhaps the most dangerous one there.

How do you want to handle this?

>Wait until they come closer, then charge them from your hiding place in the bushes! Hopefully you and the orc will throwing them off.
>Attack the wagon at range, ideally slaying one or two of the more dangerous foes, then close in to melee.
>Attack the wagon at range, damage its wheels beyond motion and take your time picking them off one-by-one.
>Openly approach and intimidate them into not reacting while the others get into position.

What should Sadie be doing?

>Watching
>Pitching in
>>
>Openly approach and intimidate them into not reacting while the others get into position.

I want to see how they react to us.
Groshnak might be able to get a limb rip while they are distracted by Presence and Neilson should be stealthy enough to make us

>Watching
Sadie has what 6hp and a knife?
>>
>>5095709
>Attack the wagon at range, damage its wheels beyond motion and take your time picking them off one-by-one.

We can't let them get away and they seem more dangerous than us in melee, we probably have way more health thanks to our good rolls but they seem well armed. Fighting at range forces some of them to come to us and lets us fight only the ranged folk initially, essentially dividing the battle into phases. Whereas if we were to charge we'd be entangled with melee opponents while the ranged folks get free shots on us.

>Watching but she can come in to stab someone in the back once the battle has culminated if one of us could use the help.
>>
>>5095709
>Attack the wagon at range, damage its wheels beyond motion and take your time picking them off one-by-one.
>>
>>5095709
>Attack the wagon at range, damage its wheels beyond motion and take your time picking them off one-by-one.
>Watching
>>
>>5095734
+1
>>
Rolled 10, 2, 13, 18, 20 = 63 (5d20)

>>5095734
>>5095782
>>5095793
>>5095798
You aren't a fool. You recognize that 5 to 4, realistically 3, aren't good odds, doubly so when one of yours is a thief and not a true warrior. To that end, you'll narrow things down a little and keep that wagon of theirs from rolling. You can patch the wheels together again later, if you have a mind to. You lean over the bush you're prone behind, align the crossbow with your target, annnd...

THUNK

You hope this shot strikes as true as the last. Further down the road, Groshnak hurls a crude wooden javelin with all the strength his orcish limbs can muster, and a small, noticeable amount of actual technique. The thief stays hidden in the bushes away from you, to preserve his stealth, while the girl observes in the distance, clutching a dagger and trying to resist the urge to flee.

None of them seem to have noticed you initially. This attack came as a complete surprise. Perhaps you'll hold onto it for a minute longer.

>roll 8,12,16 or higher on 1d20+4 to hit, best of two rolls for expert
>roll 2d8+4 for damage
>roll 12,16,20 on 1d20+6 to stay hidden, best of two rolls for expert

>roll 8,12,16 or higher on 1d20+2 for Groshnak to hit
>roll 1d3+6 for Groshnak's damage
>roll 16,18,20 on 1d20 for Groshnak to stay hidden

>roll 4,8,12 on 1d20+4 for Neilson to stay hidden, best of two for expert
>>
Rolled 8 + 4 (1d20 + 4)

>>5095851
Damn this is gonna be a lot of rolls
>>
Rolled 4 + 4 (1d20 + 4)

>>5095851
>>
Rolled 1, 2 + 4 = 7 (2d8 + 4)

>>5095851
Damage
>>
Rolled 16 + 2 (1d20 + 2)

>>5095851
>>
Rolled 1 + 6 (1d3 + 6)

>>5095851
>>
Rolled 1 + 6 (1d20 + 6)

>>5095851
We missed the dice roll to be hidden, if someone wants to do our other roll + Groshnaks and Neilsons then go ahead.
>>
Rolled 13 + 6 (1d20 + 6)

>>5095851
second hidden roll for us
>>
Rolled 16 (1d20)

>>5095851
stealth for Groshnak
>>
Rolled 10 + 4 (1d20 + 4)

>>5095851
Neilson's stealth.
>>
Rolled 8 + 4 (1d20 + 4)

>>5095851
>>5095954
And a second one.

Don't think we're missing any of the other rolls.
>>
Rolled 5 + 2 (1d20 + 2)

>>5095854
>>5095857
>>5095865
>>5095866
>>5095876
>8+4 vs 8,12,16
>Crossbow bolt hits edge of Wagon Wheel!
>Large Wagon Wheel is dealt 7 damage, -2 from toughness!
>Large Wagon Wheel has 10/15 SP (structural points) left!
>16+2 vs 8,12,16
>Crude Wooden Javelin hits spokes of Wagon Wheel, x1.5 damage!
>Large Wagon Wheel is dealt 10 damage, -2 from toughness!
>Large Wagon Wheel has 2/15 SP left!
>Large Wagon Wheel has lost over half of its SP in a single turn, it is severely damaged!
>Large Wagon must roll 13 or higher on 1d20+2, bonus for sturdy craftsmanship, or be immobilized for 1d6+3 turns!

Your crossbow quarrel flies straight into the edge of the wheel, right into its most delicate part, excepting the spokes and the axel, that is. It embeds perfectly into the wood and would've crippled a man, you've no doubt, but this is a wagon with no mind to feel pain and its structure is intact. Unless the orc comes through with a javelin- it flies straight between the spokes and snags on what looks like delicate machinery. The wagon driver stops in shock and the guards go on alert, more likely hearing the sound of the javelin than the crossbow...

>rolling for Large Wagon Wheel
>>
Rolled 2 + 3 (1d6 + 3)

>>
Rolled 4, 18, 17, 18 = 57 (4d20)

>>5095851
>>5095888
>>5095904
>>5095905
>>5095954
>>5095955
>>5095961
>1+6 vs 12,16,20
>CRITICAL FAILURE
>16 vs 16,18,20
>SLIGHT SUCCESS
>10+4 vs 4,8,12
>GREAT SUCCESS

The man with the chainmail keeps most of his bearings about him, and shouts, "BANDITS!" His peer holding the spear panicks like a craven and runs for the wagon, to take cover no doubt, and the other readies his shortsword and holds his shield like he's intent to get in formation, but the man next to him doesn't have his shield ready and the other ran, so he's on his own and no bolder for it. The wagon driver's face is twisted by fury and he shouts, "BASTARDS!" The warrior next to him, for he could be no guard, awakens and lunges from the wagon to take an aggressive stance with his greatsword in the same moment. He did it so readily, he either wasn't sleeping at all or this is pure muscle memory. All of this happens in the span of less than a second. The wagon driver tries to push the reins when-

CRACK

YES! "AHAHAHAHA! You laugh with murderous joy as you hear a loud banging noise and the wagon tilts! The men notice an armored man in the bushes with a crossbow! The same moment, their souls are gripped by primordial terror! Will they stand and fight or will they flee, like the dogs they are? In the midst of this, Neilson might as well be invisible and all they know of Groshnak is that there's a big man in a cloak with some throwing spears... somewhere in the bushes.

>rolling for a second morale check, the men must pass 12 to avoid fleeing, 14 to avoid being stunned into inaction, and 16 to avoid being shaken
>They have, in order, a +4,-2,+2, and +2 bonus, the warrior autosucceeds due to critting a morale check the previous turn
>>
Rolled 3 (1d20)

>>5095980

Be scared, you pissants.
>>
>>5095982
QM's doing those rolls, Anon. We've got another post or two before we get to make our next move.
>>
>>5095984

Yes, I realize this now. Was overexcited I suppose?

The quest reminds me of the old /tg/ quests (in a great way)
>>
>>5095980
The crossbowman clad in chainmail, the most disciplined of the lot, drops his weapon, makes a holy sign with spasming hands, and runs for the hills screaming. "N-NOBLE GODS PRESERVE US!" (The crossbowman is no longer a combatant)

The swordsman stops in his tracks, filled by the shame of the running guardsman with a sudden, terrified obligation to stand against his fear. He turns and rushes to the crossbow, snatching it up in trembling, almost amateurish hands. You'd be surprised if he could hit the sky. (-4 to combat skill, -2 from The Authority and -2 per tier of PRESENCE, until he's dealt you damage, he passes a morale check, or you've lost more than half of your HP)

The spearman is unphased by the retreat of his commander but you see the tip of his spear, shaking, and his eyes are widened in horror. He won't be fighting at his best. (-4 combat skill)

On the wagon, the fat man vomits over his shirt but his hands move like they belong to another man, driven by steely resolve to protect what's his. (No penalty)

Before you on the field, the warrior looks to you and shouts to the heavens! "FINALLY! I PRAYED FOR EVIL TO SLAY AND NOW IT HAS COME! PRAISE TO KHADON! ENDER OF WAR, BRINGER OF PEACE, GUIDE MY BLADE!" Fuck, he's a fanatic. You subconsciously recall that Khadon is the noble god of justice, valour, and the righteous dead, sometimes referred to as the Iron Prince or Iron Lord. Also horses, for some fucking reason, but thankfully this whelp doesn't have one. You hate society for forcing you to listen to priests prattle on for days on end. FUCK. You're brought back to the present by the sight that he's wielding his large blade (1d8, reach) with unsettling skill, at least the equal to your own, and while you doubt he's a miracle worker, he's not impressed by your aura. He's also sprinting at you!

What do you want to do?

>Charge him back and get into his guard, maybe shout something of your own! Do you want to use a dirty trick or go for a normal attack?
>Brace yourself, get ready to dodge or deflect, then fight for your life. There may be scars... or a shallow grave.
>Run backward and let the orc get between you and him while you reload the crossbow.
>Attempt to reload the crossbow. You have moments before he arrives, and this is unlikely to end well.
>>
>>5095990
>Run backward and let the orc get between you and him while you reload the crossbow.
Let the orc be our meat-shield, there's no reason to put ourself at risk this early on in the fight
>>
>>5095990

>Run backward and let the orc get between you and him while you reload the crossbow.

I would describe this as a strategic withdrawal?
>>
>>5095990
>>Run backward and let the orc get between you and him while you reload the crossbow.
While shouting on Groshnak to focus on him.
>>
>>5095990
>Charge him back and get into his guard, maybe shout something of your own! Do you want to use a dirty trick or go for a normal attack?
"Finally, a warrior worthy of my dark glory! I was tired of killing farmers and their children."
Use a normal attack with our sword to start with.
>>
>>5095990
>Run backward and let the orc get between you and him while you reload the crossbow.
>>
>>5095990
>Run backward and let the orc get between you and him while you reload the crossbow.
>>
>>5095993
>>5096003
>>5096013
>>5096033
>>5096055
Realizing that discretion is the better part of valour, you run backwards, fumble with the crossbow and shout, "GROSHNAK! ZULSH! ZUUUULSH!" There's a split-second of hesitation and then the orc lunges, the "cloak's" hood off, shovel in hand! You step back as they meet and scramble to take a quarrel from the quiver and synch it in, grateful that it's your closest friend dueling this fearsome warrior and not you.

>+2 bonus scumbag XP, 13/50 XP to Level 5

You get a glimpse in edge-wise to see how the fight's going.

>The warrior fanatic and Groshnak roll 1 to attack, losing their turns

There's not a fight yet. The warrior stopped in shock at the sight of the orc and the orc stopped, bound by cold feet at the sight of how well he was handling his blade. So they stared at each other, slack-jawed for a moment.

>The men roll a 3,12,and 5 at the sudden sight of an orc, the swordsman and wagon driver losing their turns

Further back, the ad-hoc crossbowman and the fat man with his crossbow are both too stunned at the sight of an orc, an honest to the noble gods, ORC, to find their senses and fight immediately. The spearman, whose grandfather died at the battle of four hills, is galvanized and charges forth! Not swiftly enough to strike, but enough to get beside the warrior as he recovers, and combat ensues!

>The warrior fanatic rolls an 11+6 to hit, dealing 3+6 damage to Groshnak, -4 from toughness, Groshnak has 37/41 HP left!
>Groshnak rolls 5 on his morale check and turns to flee!
>The spearman rolls a 14+0 to hit, dealing 4 damage to Groshnak, -4 from toughness, rolls a 1, Groshnak has 37/41 HP left!

The orc musters the nerves to swing his shovel, but the warrior burns with zeal and strikes swifter! A powerful overhand blow chops into Groshnak's shoulder, almost knocking him off-balance, and the sight of the human, eyes full of murderous fervor, clad in a work of fine leather inlaid with stout iron, brings back memories. The orc breaks and turns, weeping even as he moves! "HUUUUHUUUUHUUUU!" The spearman lunges forward, shouting, "DIE, MONSTER!" as his blade scrapes against his shoulder, leaving no more than a flesh-wound. You watch as the orc goes. You're still loading the crossbow but they'll be to you in a moment. There's no sign of the girl or the thief.
>>
>>5096094
You feel the hot wind on your face as Groshnak runs like an animal, barreling on his hands and feet, in a mad dash to get away from that hideous blade. You're smart enough to know you won't finish loading the crossbow in time to aim and shoot. You also see there's a warrior of around your caliber, a frightened spearman, and at least two more crossbows that'll be shooting if they can get an aim on you. Not likely while you're in melee with their allies but they could see an opportunity. It occurs to you this is the first fight of your career where the odds weren't stacked in your favor. Fuck.

What should you do?

>Drop the crossbow and sprint into the warrior's defence, sword in-hand! Kill him now, down with the noble gods!
>Drop the crossbow and sprint to the spearman, the weaker of the two! You'll bathe the old man's blade in his blood!
>Take the crossbow and desperately try to load it, maybe you'll get a quarrel in-time. At least you're not likely to miss at point-blank.
>Shout for help from the others, but trying to make a defensive stance won't work well against reach weapons.
>Invoke the ignoble god you know of. Promise him something precious for his aid. Not your soul, something you're willing to lose. Here! Now!
>>
>>5096094
That should be 36/41 HP left. The dice here were fucked. I can only assume they demand you live up to the hype. I'll clue you in that you're more durable than the warrior fanatic, by a good deal, but depending on Neilson this could get dicey.
>>
>>5096097
>Drop the crossbow and sprint into the warrior's defence, sword in-hand! Kill him now, down with the noble gods!

Fuck it, I'm willing to rumble.
>>
>>5096097
>Drop the crossbow and sprint into the warrior's defence, sword in-hand! Kill him now, down with the noble gods!
Let us quickly deal with this warrior. The old man if we can grapple him can be used as a shield against the crossbows and maybe a hostage to get them to drop their weapons. It's a risky plan but this operation is already going belly-up.
>>
>>5096097
>>Drop the crossbow and sprint into the warrior's defence, sword in-hand! Kill him now, down with the noble gods!
Kill that warrior, yell at Groshnak to get his shit together.
>>
>>5096097
Also
>Shout at Groshnak to get his shit together

Maybe he can shake him from his cowardice just enough to get him back into this fight?
>>
>>5096097
>Drop the crossbow and sprint into the warrior's defence, sword in-hand! Kill him now, down with the noble gods!
Should have gone at night, never give a fair fight to an enemy. Also a crossbowman is gone, so we have a time window for loot some stuff when he will inevitably return with help here once he is calm. Also this guys will not surrender, this isn't a robbery since we are clearly a man touched by evil. After killing the spearmen we should help Groshnak, double teaming is not honourable at all and the right thing to do against the strongest warrior here.
>>
>>5096126
Nevermind it has gone even worse. We need to kill quickly the warrior and then the spearmen.
Nelson hopefully will drop on the remaining two men
>>
>>5096097
>Drop the crossbow and sprint into the warrior's defence, sword in-hand! Kill him now, down with the noble gods!
We're punishing the orc for his cowardice later.
>>
>>5096104
>>5096112
>>5096115
>>5096122
>>5096126
>>5096133
>>5096140
Sword in your hand! Hate in your heart! You lunge at the warrior fanatic with the manic intensity of a cornered beast! The warrior moves to compensate, and deflect or parry, but he's already swung his blade and is unable to make a counterattack so soon. You scream as you go.

"GGGGGGRRRRRRRROOOOOOOOOOOSHNNNNNNNNNNNAAAAAAAAAAAAAAAAAK!"

And hope that the orc hears you, because you have no time to speak, only to kill!


KILL OR BE KILLED!

>roll 16 or higher to hit on 1d20+4, best of two from expert!
>roll 1d6+4 for damage on a hit!
>>
Rolled 17 + 4 (1d20 + 4)

>>5096211
Dark gods be with us!
>>
Rolled 6 + 4 (1d6 + 4)

>>5096211
RAAAAWWWRRGGHHHH!!!
>>
We are the hype.
>>
Need one more roll to see if you get a 20 or a 1
>>
Just realized we'll likely have to track down the guy who fled else he may rat us out and ruin our plan to pin everything on the Dyad. Just something to keep in mind.
>>
Rolled 1 (1d20)

>>5096211
HYPE!!!!
>>
>>5096219
Neilson maybe got to him. We don't know what he's been doing just yet.

>>5096221
WHY DID YOU DO DIS
>>
I loathe this quest.
>>
>>5096216
Does it count without the modifier?
>>
>>5096216
Wait, you actually rule it so being better at something gives more chances to crit fail?
>>
Rolled 12 + 6 (1d20 + 6)

>>5096225
Fuck it, I'll roll again with the modifier.
>>
oof...

I forgot that our buddy was a coward, probably should've just had him toss javelins while we tanked.
>>
Rolled 2 + 4 (1d20 + 4)

>>5096221
>>5096228
See, both were test runs.
>>
I wonder if QM is laughing at us.
>>
>>5096231
I know the gods are laughing at me.
>>
Rolled 11, 18 = 29 (2d20)

>>5096213
>>5096214
>>5096221
>1 vs 16
>CRITICAL FAILURE
>Miss, cannot attack next turn

You lunge forward, roaring in malice, "RAAAAWWWRRGGHHHH!!!" the image of power! The warrior has no chance to protect himself, your blade chops straight to the edge of his helm, and yet...! The very moment before flesh met iron, your foot slipped on dry ground and you stumble to the earth! You right yourself and move to defend, but it's too late, you've wasted time, your perfect blow was ruined! RUINED! BY NO FAULT OF YOUR OWN! BY NO LACK OF SKILL! BY A CONTRIVANCE OF FATE! FICKLE! FOOLISH! WHORISH! FATE!

"AAAAAAAAAAAAAAAAAAAAGHHHHHHHHHHH! NOBLE GODS! FUCK YOU! I FUCKING HATE YOU! I HAAAAAAAATE YOUUUUU! I HAAAAAAAAATE YOUUUUU!" The warrior's face is filled with horror as he composes himself then steps back, filled with grim zeal, and swings to kill! The spearman beside him steps in and it's all that you can do to maneuver!

>They must roll 13 or higher to hit, 1st roll has +6, 2nd, +0
>roll 6 on 1d6 to block a hit with your buckler
>>
>>5096233
I guess we should stop leveling combat skill.
>>
Rolled 4 (1d6)

>>5096233
Such bullshit
>>
>>5096233
And only a couple of us wanted extra points in dodge.
>>
>>5096225
I've been autoadding modifiers this entire quest. Luck's fickle. What fate takes one minute, fate gives away the next.

>>5096226
And to crit succeed. Isn't that how most quests handle best of X amount of dice? There are several ways to mitigate or force crits down the line but they're slightly out of Melvin's paygrade.
>>
Rolled 52, 68, 18, 26 = 164 (4d100)

>>5096233
>>5096237
They swing, both strikes connecting.

>rolling to see if armor kicks in, as per >>5086814
>if under or equal to armor %, damage reduction is applied
>>
Rolled 5 + 6 (1d8 + 6)

>>5096241
>Sturdy Breastplate catches a blow
>roll 2d4 for damage reduction, + your toughness of 1
>>
>>5096239
Reptilian Infiltrator Quest only has crit fails apply if the rolls didn't succeed the DC, and it's technically also a Villain quest with their own Dark Gods. Something to chew on, at least.
>>
Rolled 4 + 1 (1d4 + 1)

>>5096244
>>
>>5096239
It makes things much more random and removes the granularity of attack rolls.
Basically, as the number of attacks increases, the actual modifiers and dodge values lose meaning as crits increase in prevalence.
The main problem with this is that people will get upset if a string of good rolls is ruined by a crit, even if the opposite is just as likely.
>>
Rolled 4 + 1 (1d4 + 1)

>>5096244
>>
Rolled 3 (1d4)

>>5096236
>>5096237
It's made you twice as lethal as you were previously. I'm not sure why you're frustrated.

>>5096238
I counted every vote, and those for more dodge were above more combat skill by 1, if I'm remembering right.

>>5096245
That's interesting. I haven't read Reptilian Infiltrator Quest but maybe I should. I'm not married to the current mechanics, like I said much earlier on, but how would that work for here?

>>5096247
I had some ideas for progression choices for the Fighter class planned that would mitigate that: turn a crit failure into an average roll in exchange for the next crit success being average, reroll once, twice, thrice, etc. per fight, force an opponent to reroll and take the lower die, and some similar things. Not trying to shit on you, everything in this quest is from the dice, but how the dice are rolled isn't set in stone.

>>5096244
>for the spear
>>
Rolled 87, 36, 62, 30 = 215 (4d100)

>rolling for armor for spear
>>
>>5096253
nta but I think it would be as simple as only confirming a crit fail if the other rolls failed.
That way the chance of a critical hit increases but the chance of a critical failure does not.
>>
>>5096233
>>5096237
>>5096241
>>5096244
>>5096246
>>5096250
>>5096253
>>5096255
>Warrior Fanatic hits you for 5+6 damage, striking your Sturdy Breastplate
>Sturdy Breastplate reduces damage by 8, toughness by 1 more
>You have been hit for 2 damage!
>36/38 HP left!
>Frightened Guard hits you for 3 damage, -1 from toughness
>You have been hit for 2 damage!
>34/38 HP left!

The warrior swings his greatsword with the force only the mad and those who've seen a greater cause can bring to yield, but you stand and turn your chest into his blade! It slams into you, and instead of the evisceration he'd hoped for you, the blacksmith's work holds truer than should be possible, deflecting it with a TINK and no more damage than a grunt from your lungs and sore spot across your chest. The spearman moves to run you through and you turn swiftly, tilting your head and scowl, as the tip scarcely scrapes your cheek. At the sight of this, the spearman is stunned but not much as your foe, who begins to regard you with genuine unease. He speaks, voice alight with fire. "BLASPHEMER! NO GIFT OF HELL WILL SAVE YOU!"

>roll 12 or higher on 1d20+2 to intimidate Groshnak out of his cowardice

Listening, the orc's ear twitches as he remembers the hooves. The steel. Weakling voices shouting and howling...

Meanwhile, Neilson is creeping behind the zealot.

>roll 8 or higher 1d20+4, best of two
>roll 3d4+3 on a success
>>
>>5096266
>crit successes more likely for the skilled
>meaningful differentiation, naked randomness from professionals is mitigated
>crit failure is still possible
That's ingenious. We'll do that from here on out.
>>
Rolled 11 (1d20)

>>5096267
>>
Rolled 9 (1d20)

>>5096267
>>
>>5096266
So in this system, if say, an expert thief of +4 combat skill were trying to stab a guardsman with a Dodge of 12, and he rolled a 14 and a 1, the 14 would apply, with the thief's expertise mitigating the 1? Whereas on an 11 and a 1, the 1 would apply, for a crit failure? That makes a lot of sense. Very elegant.
>>
>>5096239
It isn't good for d20s, that is why people hate bo3 d20 systems due to how random and unfun it is. It isn't a problem for d100 systems or other such systems because the chances to crit is much lower with them. If you are going to do it this way you should do it like >>5096245 mentioned with Reptilian Infiltrator quest or just have any additional rolls after the 1st not count for crits at all. Otherwise we lose an incentive to level combat skill which irreparably fucks the system and our character progression.
>>
>>5096282
I've had similar misgivings with crit failures being as likely, if not more, for supposedly legendary heroes as regular men that were tavern drunks a few days ago, but this solution's very powerful. I've genuinely never had the idea to just have crit fails only take place on a complete failure to pass the difficulty check. That's visionary.
>>
>>5096283
Yeah, it is a good solution.
>>
>>5096285
It's fantastic. I need to collate the system so far into a PDF document or similar, it's somewhat simple but there's a lot going on to differentiate classes and you haven't gotten into magic or Corruption. As one example, Rogues automatically get an increase of stealth each Level, and can choose to build on that or branch out into other skills, or even reduce their stealth to that of its previous Level for more skills. Then there's the dirty tricks but as an Evil Fighter, some of your class progression overlaps with Rogue, especially early on.
>>
>>5096253
The bullshit was the luck, not the Bo2. Plus, >>5096247 made some good points.

Speaking more on the mechanics of Reptilian Infiltrator Quest (>>5083219), you get as number of dice as corresponds with your aptitude in a subject (Seduction, Armed Combat, Mentalism, etc), so normal unskilled actions are 1d20s, and each skill blimp getting another d20 added. If a couple apply, we get a bonus d20. DC is normally at 15, with certain actions, situations, and inherent attributes affecting the dice threshold. Granted, we level up every thread and don't apply an exp system to it, but it's certainly something to chew on.

We could also apply a L5R dice system instead, if you're really feeling kinky about dice mechanics (I don't know how that'll apply to a more DnD based dice system, I'm just feeling nostalgia for some of the old L5R Quests that used to run here).
>>
Rolled 12 (1d20)

>>5096267
Final Nelson roll.
>>
Rolled 2 + 3 (1d3 + 3)

>>5096267
Rollin damage
>>
Rolled 4 + 3 (1d4 + 3)

>>5096267
>>5096298
I should pay more attention to the dice we're supposed to roll.
>>
Rolled 3 (1d4)

>>5096267
>>
Rolled 4 + 3 (1d4 + 3)

>>5096267
>>
>>5096296
The luck was bullshit, but then you turned around and pulled the maximum result of both of the breastplate's d4. That's an interesting dice system, but I've got a fair amount of later possibilities already lined-out and would have to rework it for that though. I'm feeling comfortable with the current system, it's worked well so far, it's just janky, I'm very happy to improve on it or the combat if that's possible.

>>5096246
>>5096250
>>5096298
You can roll multiple dice in one post for damage, damage reduction, or similar number totals if you'd like to. There's no rule against it at all, as long as one anon's not rolling a 3d20 for an action or something like that.
>>
>>5096307
I'm honestly pretty happy with how the rolls turned out, because it put us into a seemingly dire situation that we pretty much just shrugged off with minimal damage.
Now the tide is turning, and it isn't looking very good for our brave heroes.
>>
>>5096307
Yea, I know. Like I said, just something to chew on.
>>
>>5096307
We supposed to be rolling for something else this update, or are we gucci?
>>
Rolled 3 (1d20)

>>5096271
>11+2 vs 12
>SLIGHT SUCCESS

The weaklings... The orcs hit their line expecting to crush them and for a moment they did, for a moment, Groshnak was the mighty warrior Gurthak wanted him to be. Groshnak was complete. Then the weaklings surprised them with their tricks and their horses... and their iron. He remembered the sword that split Murkub's skull wide open. It was just like the one that weakling wielded. They, and many others, went into that battle thinking they'd leave blood brothers but most were only bloodied. Almost all, as far as he knew. Groshnak knew he responsible. If only he'd fought harder, done more, he wouldn't be- RUNNING FROM WEAKLINGS! He growls, the voice of the strongest weakling he'd ever seen reaching his ears. NO! NOT AGAIN! Not either way, you'll do it in the different way, the smarter way.

At that, the orc spun, gripped a javelin, and ripped it out of his holding sack.

>Groshnak is back in the fight! From a distance, at least.

>>5096274
>>5096297
>>5096300
>>5096303
>>5096306
>12+4 vs 8
>GREAT SUCCESS
>Warrior Fanatic has been backstabbed for 14 damage, -0 from toughness!
>Warrior Fanatic has 10/24 HP left!
>Over half of Warrior Fanatic's HP has been lost in a single blow, he must save or be stunned!
>He's a seasoned combatant and fanatic, but he was caught by total surprise. He must roll 12 or higher.

You stare at the fanatic, shouting absolution with the raw zeal of a believer who's never read a holy text, and ready to defend yourself from the next swing of his blade, when... NEILSON TACKLES HIM FROM BEHIND! He has the sharp dagger in one hand, the man's neck in another, and sinks it straight between the chinks of his brigandine! You're watch in awe.
>>
>>5096307
Sorry QM, I'm running between this and baking Christmas cookies (Gingersnap with White Chocolate Chip Macadamia Nut on deck) and may not be able to keep on top of the dice. Also don't really have problems with the system so far. Failures part of life and even the greatest heroes sometimes fail... if you've already accounted for greater aptitude making that less likely then great.

>>5096329
Good lad, Groshnak.
>>
Rolled 11, 14 = 25 (2d20)

>>5096329
>Warrior Fanatic has been stunned!
>Warrior Fanatic has lost his next turn and his Dodge is halved!

The fanatic gurgles, coughing blood and shoves the thief to the side, but not before he's lowered the greatsword, leaving himself defenseless against your aggression! The spearman remains though, and so do both of the crossbowmen! Guard and wagon driver alike, they're trying to aim for you or Neilson, specifically.

>There's a pitched melee with their allies, so they must roll 14 or higher to get a bead
>>
>>5096335
You've got nothing to be sorry about. I plan on making some chocolate and caramel brownies from scratch tomorrow. Updates might be scarcer than usual the next few days, or much more abundant. It really depends.
>>
Rolled 2 (1d2)

>>5096341
>1: Neilson
>2: Melvin
>>
>>5096343
actually good outcome, we can tank the hit
>>
Rolled 13 (1d20)

>>5096341
>>5096343
The wagon driver spots an opening and pulls the trigger! A bolt is sent into motion, directly for you!

>he must roll higher than 13 to hit
>>
>>5096343
Of course. I would be mad, but Neilson was a madlad and bro, so I'm a bit glad we got hit instead of him.
>>
>>5096349
The quarrel misses your shoulder by the slightest of inches and goes hopelessly wide. NOW! TO SEEK UNHOLY VENEGEANCE!

>roll 8 or higher to hit on 1d20+4, best of two! (under the addendum to the crit system)
>roll 1d6+4 for damage on a hit!
>>
Rolled 16 (1d20)

>>5096352
LET'S GOOOOO!!!!!
>>
Rolled 3 + 4 (1d20 + 4)

>>5096352
>>
Rolled 1 + 4 (1d6 + 4)

>>5096352
DAMAGE!!!!!
>>
>>5096352
>>
>>5096353
Need 1 more d20 to see if skill allows for a crit.
>>
Rolled 3 + 4 (1d6 + 4)

>>5096357
forgot to roll for damage but was beaten to it kek. Rollin to see what I would have got
>>
>>5096359
Wait, hahahaha, I'd thought that >>5096355 was a 1d6 for a second. Nevermind >>5096358
>>
Rolled 1 (1d20)

>>5096353
>>5096355
>>5096356
>Warrior Fanatic has been dealt 5 damage!
>Warrior Fanatic has 5/24 HP left

With your foe crumbling on his feet, struggling to stave off death even before your hungry blade meets chewy flesh, sidestepping his brigandine is as simple as raking the legs in their trousers! No chainmail there, merely padded cloth much too weak to deny you! He stumbles, almost limping, but rights himself, and is ready to fight again! Unfortunately for him, so is the orc.

>roll 16 or higher on 1d20+2 for Groshnak to hit
>roll 1d3+4 for damage

And, unfortunately for you, so is the spearman, who lances for your neck!

>he must roll 13 or higher to hit
>>
Rolled 2 (1d20)

>>5096370
As he raises his spear, he looks you in the eyes and stops, mute, as revulsion at the EVIL that should not be washes over his soul, raping and contorting it in the image of horror.

>he must roll 12,16, or 20 to avoid collapsing into a catanionic state
>>
Rolled 14 (1d20)

>>5096370
I hope the fanatic lives, I'd love to torture him before sacrificing him to the ignoble gods or us out of spite.
>>
Rolled 17 + 4 (1d20 + 4)

>>5096342
Sounds yummy; hopefully you manage to get started earlier than I did. I got two more batches to make: brown butter chocolate chip and snickerdoodles... since my lot apparently want both gingersnap and snickerdoodles.
>>5096358
>>
Rolled 2 + 4 (1d3 + 4)

>>5096370
>>
>>5096370
>>
>>5096373
The spearman collapses to his knees and slams his face to the ground not to bow but simply to hide, to escape from your presence, breathing shallow and shaking, an armed man, mewling like an infant! He would be easy to slay, trivial even, but perhaps you have better designs... or perhaps you do not.

>Frightened Spearman is defenseless, effective Dodge is 0, all attacks auto-crit

You look to Neilson. He's sprinting at the wagon driver, banking that he won't reload it by the time he reaches him, and that the other guard, who grabbed a crossbow in desperate panick, doesn't opt to shoot him instead of you or the orc, who's now visible from behind your shoulders.
>>
Rolled 23, 30 = 53 (2d100)

>rolling for *his* armor
>>
Rolled 5 + 4 (1d20 + 4)

>>5096379
Let's finish that guy off, we've learned our lesson about letting defenseless faggots like this live long enough to recover their sanity.
>>
Rolled 1, 1 + 1 = 3 (2d3 + 1)

>>
>>5096381
I'd rather we focus on targets that are still in the fight. Besides, we could use a slave or two before we sacrifice them to our crown of black stars.
>>
Rolled 1 + 4 (1d6 + 4)

>>5096386
>autocrit
>right there
We can take the driver or the other panicked guard as slaves, but we don't have control of the scene yet, so lets get control then do things like take slaves and sacrifices.
>>
>>5096388
welp, the dice disagree with me so do whatchu want.
>>
>>5096388
The fat man is better off in Sadie's hands. Otherwise, the crossbow-men are more of a problem than a man who completely lost his will to fight.
>>
Rolled 20, 1 + 4 = 25 (2d20 + 4)

>>5096374
>>5096377
>>5096380
>>5096384
>14+2 vs 16
>NARROW SUCCESS
>Warrior Fanatic has been dealt 6 damage, -3 from Fine Brigandine
>Warrior Fanatic has 3/24 HP left!

Groshnak hurls a crude wooden javelin, over your shoulder and straight into the man's chest, straight through his armor! The fanatic holds tightly but can no longer muster the strength to swing the sword, he sinks to his knees, gasping and muttering prayers. He feels the darkness shroud his very being, and yet, the noble god he praised, Khadon, is not here. Only you, Mevlin. "WEAKLING! FOOL! WHERE ARE YOUR FALSE GODS NOW? AHAHAHAHAHA!" You wrestle the greatsword from his hand and kick him in the jaw! He falls onto the ground, shaking, struggling to breathe, but you know he is strong. You know he'll survive long enough. You look from the fallen warrior to see the remainder. The guard with the crossbow and the wagon driver, both of which have seen the strongest of their number who didn't run beaten down or begging for mercy.

You grin, naked and vicious. You crave the taste of blood. Perhaps in the abstract... at least for now.

>they must roll 14,16,18 or higher on 1d20+4 to stay in the fight
>they don't have any morale expertise, they have a bonus from the fear for their souls
>>
Rolled 17 + 4 (1d20 + 4)

>>5096401
The guard with the crossbow grits his teeth, and speaks with a resolve firmer than any steel. "Listen here. I don't know if you're a demon or a witch or what, but I signed up to guard this fuckin' wagon... n' that's what I'll do." He aims the crossbow at you, fires, and drops it to wield his shortsword with a renewed determination!

>he must roll 13 or higher on 1d20+4, to hit

The wagon driver drops his crossbow, jumps out of the wagon, and falls onto his knees in surrender. Just in the nick of time, too, Sadie was about to try to stab him in the back, and Neilson from the front. She settles for kicking him in the ribs instead. You see the thief resists the urge to follow suit, but only barely. The spark of corruption in him smolders, slowly.
>>
>>5096401
>1 crit fail and 1 crit success
Interesting...
>>
>>5096401
I would find it hilarious if the driver decided to shoot the town guard instead of us out of his nat 1 morale check.
>>
Rolled 93, 10, 72, 85 = 260 (4d100)

>>5096404
>17+4 vs 13
>GREAT SUCCESS

The crossbow quarrel strikes true!

>rolling for armor
>roll 6 on 1d6 to block with buckler
>>
Rolled 5 (1d6)

>>5096409
>>
Rolled 2 (1d6)

>>5096409
>>
Rolled 4 (1d6)

>>5096409
DINK

Right in the forehead.

THAT FUCKER.

>roll 2d4+1 for damage reduction
>>
Rolled 2, 2 + 1 = 5 (2d4 + 1)

>>5096413
I guess we just found Groshnak's warm hole...
>>
>>5096406
I actually did plan for that. If the guard failed his, he would've shot the wagon driver, but the wagon driver's nonviolent and a bit of a coward, so he hedged his bets in case the guards somehow won.
>>
>>5096415
Damn, it's quite the shame that the guard found his nerve... for the guard that is.
>>
>>5096413
>>5096414
>You are hit for 4 damage, -5 from Fine Nasal Helmet, rolled 1, 0 damage dealt
>You have 34/38 HP left!

"GAH!" You're very annoyed by this... The impudence! And when so many better targets were available? Why not shoot the thief, who wears no armor? Why not the girl, who's clearly on your side? Why not even the orc, who ultimately was the one to drop the warrior? This FOOL is beyond your mercy! Though perhaps... not the orc's tender comforts...

The guard draws his shortsword, very idealistic, very noble, very much a fool. Your sword is longer. You make a split-second decision.

>Charge in to duel, a worthy challenge of your skill!
>Let Groshnak and Neilson soften him up at range.
>>
>>5096419
>Let Groshnak and Neilson soften him up at range.

Let Groshnak redeem himself.
>>
>>5096419
Let's take him down.
>charge in yourself
>>
>>5096419
>Let Groshnak and Neilson soften him up at range.
Fair fights are for fools and their false gods.
>>
>>5096419
Consider me supporting >>5096425 instead of >>5096421, just for the sake of expediency. I guess we'll just beat Groshnak before giving him his toy to play with.
>>
>>5096419
I rescind >>5096428, as >>5096427 turns a tie into a landslide.
>>
>>5096419
>Let Groshnak and Neilson soften him up at range.
"You made a grave mistake, and you are going to wish you where never alive to begin with when I am done with you."
Invite him to come to us while we point at him our sword

>>5096386
The only reason slaves can be of use, is for make a bigger sacrifice. But they also require to be watched upon and receive food&water. Anything else like interrogation can be done right now.
Regardless of choice, we should mutilate the corpses of the fallen and take their warm hearts from their bodies.
>>
>>5096433
Not necessarily. Dumb labor, experiments, an outlet for sadistic tendencies. They can be very useful, if they live long enough to be sacrificed.
>>
>>5096421
>>5096427
>>5096430
>>5096433
You stand back and simply point the longsword's tip at him. The others catch on immediately and realizing their intention, the guard rushes you in a bid to fight!

>roll 12 or higher on 1d20+2 for Groshnak to hit
>roll 1d3+6 for damage

>roll 12 or higher on 1d20+2 for Neilson to hit
>roll 1d6+2 for damage
>>
Rolled 6 (1d20)

>>5096439
>>
Rolled 13 + 2 (1d20 + 2)

>>5096439
>>
Rolled 2 + 2 (1d20 + 2)

>>5096439
>>
Rolled 1 + 2 (1d20 + 2)

>>5096439
>>
Rolled 5 + 2 (1d6 + 2)

>>5096439
>>
>>5096443
Wew really glad that roll was too late to count
>>
Rolled 74, 71 = 145 (2d100)

>rolling for armor
>>
>>5096435
Well we can t take too many early on, we are a relatively small group. Being small has help us in moving and evading enemies.
>>
>>5096440
>>5096441
>>5096445
>>5096433
>Stubborn Guardsman is dealt 7 damage!
>Stubborn Guardsman has 11/18 HP left!

A javelin flies past him, thrown far too wide, but a crossbow bolt from the wagon's direction strikes true. Piercing into his side, he grunts and stumbles but doesn't stop, a defiant will blazing within! He'll reach you in moments. You laugh and wave your longsword, mocking his courage.

"You made a grave mistake, and you are going to wish you where never alive to begin with when I am done with you."

The guard comes close, none of your minions make a move. Clearly, they think you want to defeat him yourself. Perhaps they aren't wrong. He spits, struggling with the pain, yet he speaks.

"Life without living for what's right... ain't a life at all."

You meet each other's blades! Because your sword is longer and you don't currently have a crossbow quarrel sticking out of you, you're able to strike first.

>roll 12 or higher on 1d20+4 to hit, Bo2
>roll 1d6+4 for damage
>>
>>5096450
Hey, I'm all for sacrificing them before we move on, I just want to have a bit of fun with them first.
>>
Rolled 5 + 4 (1d20 + 4)

>>5096451
>>
Rolled 8 (1d20)

>>5096451
>>
>>5096452
Ah i am fine with having fun with them as well, that i don t mind
>>
Rolled 4 + 4 (1d6 + 4)

>>5096451
damage
>>
Rolled 35, 12 = 47 (2d100)

>rolling for his armor
>>
Rolled 1 (1d3)

>>
Rolled 18 + 4 (1d20 + 4)

>>5096453
>>5096454
>>5096456
>>5096459
>Stubborn Guardsman is dealt 7 damage!
>Stubborn Guardsman has 4/11 HP left!

The guard is wilier with a blade than he first seems and you dart in, testing his limits, only to have your weapon knocked aside but little did he know, this was only a gambit to open his chest to a backhanded slash! "AHAHAHAHAHA!" The blood stains his stomach and your weapon but still he stands, stubborn in the fight!

>he must roll 13 or higher to hit on 1d20+4
>>
Rolled 2 + 4 (1d4 + 4)

>>5096460
He slashes at you, fierce and unrelenting!

>roll 6 on 1d6 to block with buckler
>>
Rolled 3 (1d6)

>>5096461
>>
Rolled 1 (1d6)

>>5096461
>>
Rolled 63, 96, 15, 35 = 209 (4d100)

>>5096461
>>5096463
>rolling for armor
>>
>>5096465
I'm a relative newfag to /qst/. At what point should this thread be archived by?
>>
>>5096460
Crotch grab this bastard, and give him to the orc after Groshnak and Neilson grabs the runner.
>>
>>5096465
This Sturdy Breastplate has been a(n) (ignoble) godsend for you.

>roll 2d4+1 to reduce damage
>>
>>5096466
It's page 5, we'll probably archive and migrate on page 9... or whenever QM wants to.
>>
Rolled 1, 4 + 1 = 6 (2d4 + 1)

>>5096469
>>
Rolled 4, 4 + 1 = 9 (2d4 + 1)

>>5096469
>>
>>5096466
I've got it pinned, let me check the page number... It should be good for another week, maybe two. Month-long threads aren't very uncommon but some prefer to shift to new threads sooner rather than later. I think a good time for that might be the +2,000 post mark or whereabout.
>>
Man, we've really soaked a ton of damage this fight.
>>
>>5096460
>>5096461
>>5096463
>>5096465
>>5096472
>You have been dealt 6 damage, -5 from Sturdy Breastplate, -1 from toughness!
>You have 34/38 HP left!

The guardsman is truly stubborn. He's spitting his words now, pathetic.

"You ain't no man. You're a corpse that just don't know it yet."

He swings the shortsword in a brutal arc bypassing all chance of defense, surely one that would've slain a commoner in a single stroke, but you aren't so fragile, and-

CLANG

In the end, his blade failed to do anything but entertain. This fool clearly intends to fight until the end.

What form should it take?

>You'll kill him with your longsword, quick and painless.
>You'll go for a Crotch Grab, then... "reward" Groshnak.
>You'll try the Spine Snap, you're very eager to see it.
>You'll Decapitate him, a fitting end for a worthy foe.
>>
>>5096479
>You'll go for a Crotch Grab, then... "reward" Groshnak.

This man really pissed me off with that headshot.
>>
>>5096479
>You'll Decapitate him, a fitting end for a worthy foe.
>>
>>5096479
>You'll try the Spine Snap, you're very eager to see it.
Groshnak hasn't earned any rape yet.
>>
>>5096479
>You'll try the Spine Snap, you're very eager to see it.
>>
>>5096483
I'd rather beat Groshnak up as punishment for fleeing, then having him tear this asshole up. It isn't so much about rewarding Groshnak but punishing the stubborn guard into an entirely new version of hell.
>>
>>5096479
>>You'll try the Spine Snap, you're very eager to see it.
>>
It's not too relevant but I rolled for Groshnak's "dimensions" earlier, length in inches by width in centimeters. >>5081235, and I'll mention it again because there's some discussion and you've seen it firsthand. Although now that I think of it, the inch by centimeter rolls could lead to some anatomically impossible nonsense so I'll redact the second number to be 1/3rd the roll in inches, retroactively applied to Melvin, and changing nothing. Melvin's... unfortunate, at 9x2.
>>
>>5096483
>>5096484
>>5096487
You have an urge to do geld the man and then let the orc do things... terrible things... but opt against it, reasoning that Groshnak hasn't yet earned the right. If anything, he's earned a beating. No, what you want is to try the wrestling move that infernal zombie slipped out of: the spine snap! He's vulnerable now... YES! You'll break his back over your knee!

>roll 12 or higher on 1d20+4 to grapple, Bo2
>>
Rolled 15 + 4 (1d20 + 4)

>>5096492
>>
Rolled 1 + 4 (1d20 + 4)

>>5096492
>>
Rolled 5 + 4 (1d20 + 4)

>>5096494
>15+4 vs 12
You dive in and tackle the man! He's caught completely off-guard and tries to slip out of your hands, but you do your damnedest to force him into the hold!

>Beat his roll of 1d20+4 with your own 1d20+4, Bo2
>>
Rolled 1 + 4 (1d20 + 4)

>>5096497
>>
On a related note, should enemies receive the best of multiple roll bonus from expertise/mastery, or should it only be the flat bonus, like it's been in this fight?
>>
Rolled 12 + 4 (1d20 + 4)

>>5096497
>>
Rolled 8 (1d20)

>>5096497
>>
>>5096498
>>5096500
Hmm... Does the crit negation count here, given that this was a contested roll rather than a static difficulty, or not? Not sure how to interpret this.
>>
>>5096499
I think that it would add up a lot when dealing with multiple trained opponents.
I'd say that normal enemies get flat bonuses, but bosses get best of.
>>5096502
I'd think it would apply to any circumstance where you're taking best of from skill.
>>
>>5096490
If you're retroactively changing shit, I'll settle for Melvin having 9x3 or shrinking Groshnak dick to be slightly smaller than Melvin's, to accurately explain his lack of balls he keeps displaying in these fights. That 15 cm girth was some funny shit though.
>>
>>5096502
If we beat his roll? The crit shouldn't count. If it was a tie (and we that we don't win on ties) or we didn't beat it, then it'll apply.
>>
>>5096499
Fair rights are more interesting, so I'd give them the same bonuses we get unless that's a headache for you.
>>
>>5096506
>>5096513
That's pretty reasonable. Consistent.

>>5096514
I figure seriously dangerous combatants will get the best of, while mooks, say a town guard or something, has only the +4. That would only apply for +4 on some circumstances, I think, a +5 or higher is seriously skilled.
>>
>>5096497
>>5096498
>>5096500
>12+4 vs 5+4
>GREAT SUCCESS

You wrestle the guard into submission, screaming with animalistic rage, and as he writhes, screaming in fear, force your knee into his back!

>roll 1d4 for damage!
>>
Rolled 1 (1d4)

>>5096517
>>
>>5096520
>Stubborn Guardsman has been dealt 1 damage!
>Stubborn Guardsman has 3/18 HP left!

He struggles and tries to escape!

>Beat his roll of 1d20+4 with your own 1d20+4, Bo2

Also it's getting very late/early. After this is over, I'll tally the XP and update again sometime tomorrow, if I can.
>>
Rolled 16 + 4 (1d20 + 4)

>>5096522
>>
Rolled 6 (1d20)

>>5096522
Just die already you son of a bitch!
>>
Rolled 12 + 4 (1d20 + 4)

>>5096522
>>
>>5096522
I vote we crotch grab the fucker and just get this over with, this fucker deserves an ass-pounding
>>
Rolled 3 (1d6)

>>5096524
>>5096525
>>5096527
>12+4 vs 16+4
>MODEST FAILURE

With a heroic effort, the battered guard forces himself free from your knee and staggers to his feet, when-
>>
>>5096532
>Stubborn Guardsman has been dealt 3 damage!
>Stubborn Guardsman has 0/18 HP left!

-a crossbow quarrel strikes him in the back! He collapses, limp and bleeding from the mouth. You get on your feet, furiously looking for where Neilson shot the- when you notice Sadie, holding the crossbow the guard dropped to duel with you. There is a tense moment, and she grimaces.

"H-He had a knife ready and you we-weren't in any position to stop it... I don't want you getting stabbed." You stare at her, thinking, and drop what you were going to say when she starts to cut the man open.

By the ignoble gods.

>+8 XP, 21/50 XP

>Update to come, as soon as it can come

What do you want to do with the survivors from the wagon's escort?

Who do you want to send after the escapee, yourself included?

What do you want to do to or talk about with your minions?
>>
Merry Christmas everybody. I appreciate you posting in the quest I'm running. My quest, I suppose. I hope you all stay /comfy/ and enjoy the time with your folks, if applicable.
>>
>>5096540
>What do you want to do with the survivors from the wagon's escort?
Rape if applicable then murder
>Who do you want to send after the escapee, yourself included?
Neilson
>>
>>5096540
>Loot it for anything valuable and save the wood as kindling
>Send Groshnak after the escapee to make up for his earlier failings, along with Nielson.
>Thank Sadie for helping you and congratulate her on the kill
>>
>>5096544
Merry Christmas, QM! We appreciate you taking up your free time to do this for us. It's been great!

>>5096540
Let's let Sadie experiment on them.
Send Groshnak after the escapee; it's how he can redeem himself.
Talk with Neilson about fixing the Wagon; it'll be easier to kidnap his boss if we've got wheels.
>>
>>5096540
I read the first prompt wrong so changing my vote >>5096547 to
>Let's let Sadie experiment on them.
>Send Groshnak after the escapee to make up for his earlier failings, along with Nielson.
>Thank Sadie for helping you and congratulate her on the kill
>>
>>5096540
>What do you want to do with the survivors from the wagon's escort?
Loot and remove all weapons and armors from them, then proceed to beat them and scar them with the symbol of the dark gods on their backs. Interrogate them after they are tied up. Meanwhile we are going to mutilate the corpses for our own fun and take their hearts. Leave Sadie to what s she's doing maybe she can experiment with a few of the first easier lessons in the diary.

Who do you want to send after the escapee, yourself included ?
We stay here, Groshnak and Nelson will either wound and capture him, or kill it. He is scared and with maybe a knife. Throw a crossbow from one of the corpses to Nelson, the man can't be allowed to escape. Sadie does what she is doing.

What do you want to do to or talk about with your minions?
Good job, Groshnak you better take that man after what you did before. Tell Nelson he needs to see if the wagon can be used when he returns. And ask Sadie what could be the best way for a sacrifice to the dark gods, we usually beat/mutilate and rape our preys before brutally killing them.
>>
>>5096540
Begin interrogating the survivors, then just general sadistic torture and rape, rape and sacrifice the fanatic (crush his balls in the moment of ecstasy, and I don't care if the sacrifice is to us or the ignoble gods in general), piss on the dead (after Sadie is finished with them, the ignoble lass), keep the rest in relatively good shape as we match them into camp for some long term fun.

Groshnak and Neilson grabs the escapee... alive, if they can.

When they come back with the escapee, punish and beat Groshnak for his cowardice (not to badly, just make sure he understands why), reward Neilson and give him a slap on the back before sending him off to keep trapping the crypt, kiss and reward the girl, when it suits her. Also, gift the fat man to her if he isn't valuable, Sadie deserves it.
>>
>>5096544
Marry Christmas mate, and a Happy New Year as well!
>>
>>5096544
Merry christmas and happy new year, your quest is quite fun and i like the setting. The fact that Melvin is a lowborn soldier with merely some basic knowledge of it allows us to explore it nicely
>>
>>5096544
Merry Christmas QM. I'm really loving this quest so far.
>>
If this were a, uh, different sort of quest I'd hug Sadie for that save. As is, let her cut them up, she earned it.
>>
>>5096711
How about grouping her ass as thanks instead? Nothing too distracting, just a nice squeeze or two before we move on to having fun with our new toys.
>>
>>5096296
I'd rather not use a L5R system, while I've enjoyed the setting and quests that have used it before, frankly from what I remember of analysis's of the system, the math is pretty garbage. I think this system with some changes is fine. Like I said, it reminds me of Human Fighter quest that ran a while ago due to the possibly(?) identical system and dirty trick names.

God damn, all this talk of confectionery goods is filling me with a desire to do some baking.

>>5096490
lmao wtf

>>5096499
I think us the MC and the opposing enemies should receive equal rights, a level in a class should mean the same thing for everyone in the world, if you are worried about balance or us being overwhelmed you can simply adjust the narrative circumstances or what we encounter, and we can mitigate the risks through smart-ish decision making and building up allies and strength before each encounter.

>>5096540
Survivors: sacrifice them to ourselves or the ignoble gods, or truss them up for sacrifice later or to work as slave-labour to fortify our camp with pallisades or something.

Escapee: Send Groshnak.

Minions: Compliment Neilson's stealth and backstab, show approval for Sadie getting her hands dirty, but clarify that when we are dueling and aren't in danger of losing then she is not to interfere, plus with how unskilled she is she could've shot us by mistake, it just isn't worth the risk.
>>
>>5096732
Sounds good to me

>>5096765
If we were some kind of noble demon type Id get this but I don't think Melvin would give a shit someone shot the guy he was fighting in the back.
>>
>>5096803
Sure, I guess I can drop that. I just thought that our intention was to duel him even if we opened up with letting the others take shots at him. Otherwise why wouldn't we just have everyone gang up on him and keep attacking him while we were fighting him instead of just going with the initial volley.
>>
>>5096544
Some thematic Christmas music for y'all.

https://m.youtube.com/watch?v=8SxBCBs6Lg4
>>
>>5097174
Whos the Yandere here? My money's on the Orc.
>>
>>5097187
Us, probably.
>>
>>5097189
I dont think Melvin doen Dere, but I wouldn't be opposed to him ending up with some twisted soft spot for someone.
>>
File: IMG_3113.jpg (33 KB, 231x1024)
33 KB
33 KB JPG
>>5097187
Future waifu. With our Authority, the mad will be drawn to us like Mothman to a bonfire.

Sadie's clearly the Oka Ruto in this quest though.

>>5097189
Maybe the male version, but we really don't obsess over women, just petty slights.
>>
>>5096547
>>5096548
>>5096551
>>5096556
>>5096558
>>5096711
>>5096732
>>5096803
You burn with unrighteous hunger and approach the girl with murderous want in your eyes. She tenses, subtly reaching for the crossbow’s string, but the blade hangs by your side as your hand moves like lightning, clamping her ass cheek with fingers like claws. “That was a good shot. You’ll keep the crossbow. Next time… you’ll let me finish my duel.” You release your grip and turn to see the remains of the wagon’s escort. One corpse yet to be mutilated, two men, one trained fighter, one fat fool, both weeping, and one, given to the praise of a false god, choking on the pain of his wounds, weeping in hate, too stubborn to let go. You’ll show him to regret his zeal. Those who surrendered… Perhaps you’ll reward their cowardice. Perhaps you’ll punish it unjustly. Perhaps both.

Groshnak shuffles on his feet, staring at the dirt in shame, and Neilson is already opening sacks in the wagon and rummaging through them with naked greed. You notice a crossbow is slung over his shoulders, again without asking. Both of them will be addressed later. For now… “ORC! THIEF! ONE OF THE GUARDS GOT AWAY! I WANT HIS CHAINMAIL AND I WANT IT NOW! BRING HIM BACK TO ME! I WANT HIM ALIVE BUT IF HE DIES I DON’T CARE. JUST DON’T LET HIM GET TO DALHURST! … NOW GO! DON’T SIT HERE! MOVE! DAMN YOU, MOVE!” They look at each other and to the direction the guard fled. They don’t waste any time moving.

>roll 10,14 or higher on 1d20+6 for Groshnak to catch the fleeing guard
>roll 10,14 or higher on 1d20+4 for Neilson to catch the fleeing guard
>on lower roll, they’ll get the chance to initiate ranged combat
>>
Rolled 12 (1d20)

>>5097208
>>
Rolled 6 + 4 (1d20 + 4)

>>5097208
>>
Rolled 1 + 4 (1d20 + 4)

>>5097208
>>
Rolled 16 + 4 (1d20 + 4)

>>5097213
>>5097217
>12+6 vs 10,14
>GREAT SUCCESS
>6+4 vs 10,14
>SLIGHT SUCCESS

Far from Mevlin, the two sprint with panic in their steps. They're running from him as much as they are toward their prey and, ashamed at his failure, Groshnak doesn't give a thought to leaving the thief behind. He moves on four limbs, chanting an old mantra in bestial gait, "ZULSH! RAPE! CHAZ!" Neilson is left hopelessly behind very shortly but hurries to keep him visible, and it isn't fifteen minutes before they see the guardsman. He fled without a thought to his long-term, burning out quickly, and forced to keep a steady jog. Against the thief alone he might've managed but the orc is quicker than any but the swiftest men and meets him in an open clearing. Neilson goes to draw a bead, just in case, and remembers that this man hadn't seen the orc before he chose to run. Huh.

>he must roll 12 or higher to flee, 16 or higher to fight, on 1d20+4
>very few would willingly surrender to an orc
>>
Rolled 15 + 5 (1d20 + 5)

>>5097225
>16+4 vs 12,16
>GREAT SUCCESS

>Perspective Swap

>You are Groshnak, Level 3 Orc Young (Bloodied)
>You have 36/41 HP and 32/60 XP to reach the next stage
>Prerequisite: To reach Level 4 Orc, you must pass the trials
>Participate in the Sacking (or Burning) of a Settlement (0/1), Fight in 2 Full Battles (0/2), Kill 3 Worthy Foes (0/3), and Rape 4 from outside the clan you belong to, one for each hand and foot (1/4)

You are Groshnak, son of Gurthak. You are a failure to your forefathers, your father, and yourself, but most of all, to Mevlin. His scent grows fiercer by the day and his blade swifter with each kill that he makes. He is surely fated to die in glory and eat with the Godar, the worthy, with tales of great violence and greater strength on his tongue. Your weakness almost failed him and cut his fate short. That would've been a second failure. One too great to let yourself live. You expect his anger will be great... but you deserve that.

The weakling in the shiny shirt ran when he saw Mevlin, when he smelled and knew that he was too strong for him to fight and win. The weakling is a coward and stands before you now. You're too close for him to escape, but too far to reach him before he can fire his... sideways bow? The orcs don't have a word for it. Some weakling weapon that fires itself, so that the wielder's strength can't make it hit harder. It seems weak but you've seen them work. You know they're good for killing... you've seen that in your own eyes... so you don't disrespect them. They're dangerous and this one looks like he knows how to use his. You can see yourself in his face. You hope he fights too hard and you get the chance to tear it off.

>he must roll 8 or higher on 1d20+5 to hit you

How do you want to fight him?

>Tackle and hold him down
>Tackle and do a limb-ripper
>Thump him with your war-blade
>Throw a javelin to counter
>>
>>5097246
>Thump him with your war-blade
>>
>>5097246
>Tackle and hold him down
>>
>>5097246
Consider me supporting >>5097251 if >>5097252 doesn't get any votes by the time you start writing, just for expediency.
>>
>>5097246
>Tackle and do a limb-ripper
Rape him
>>
>>5097246
>Tackle and hold him down

Ideally we'd take him alive for sacrifice.
>>
>>5097254
Groshnak's recent cowardice disqualifies him from rape on this excursion.
>>
There was a slight error with the recent fight. Groshnak has 2 Toughness, not 4, so he only has 34/41 HP left.
>>
>>5097246
Was the homestead too small to count for the sacking/burning of a settlement?
>>
>>5097262
It counted the rape, so I imagine not. We're gonna commence with the homestead raid though, so that may count.
>>
>>5097262
By orc standards, for a settlement, there have to be at least five permanent tents. In more recent generations the fake wood and rock caves weaklings are fond of count too.
>>
>>5097266
Understood.
>>
>>5097246
>Thump him with your war-blade
>>
Rolled 6 + 5 (1d6 + 5)

>>
>>5097274
Yea, Groshnak is definitely raping this ass tonight.
>>
>>5097246
>>5097252
>>5097254
>>5097258
>>5097274
>You have been dealt 11 damage, -2 from toughness!
>You have 25/41 HP left!

THUNK

"AAAAAAAAGH!"

You've learned that he's very good with his sideways bow. Taking the bolt out of your shoulder will be painful later but you are used to pain. Every orc is. Every orc has to be. You sprint, howling with frustrated rage and try to knock him over! If you can only get your hands on the weakling, he's done for!

>roll 14 or higher on 1d20+2 to tackle
>if you fail here, Neilson will take a shot
>>
Rolled 18 + 2 (1d20 + 2)

>>5097277
>>
Rolled 2 (1d20)

>>5097277
>>
Rolled 3 + 5 (1d20 + 5)

>>5097278
>18+2 vs 14
>GREAT SUCCESS

THE PAIN BURNS YOU! "RAAAAAAAGH!" YOU WILL BURN HIM BACK! TAKE HIM TO MEVLIN, LIVING OR DEAD!

>beat his roll of 1d20+5 on 1d20+6, best of two, to hold him down!
>>
Rolled 10 + 6 (1d20 + 6)

>>5097281
>>
>>5096765
>>5096514
The thing that gets to me is that they don't have class levels, so should they get the bonus that a class's skill represents? I'm not sure, one way or another, yet at least.
>>
>>5097281
>>
Rolled 10 + 6 (1d20 + 6)

>>5097281
>>
Rolled 2 (1d20)

>>5097281
wololololololo
>>
Rolled 17 + 3 (1d20 + 3)

>>5097281
>>5097282
>>5097285
>10+6 vs 3+5
>GREAT SUCCESS
You grip the weakling and force him down! He moves his arms, you grab them and he cannot! But for all of his cowardice, he's strong, like you, and moves with everything his sinews can muster!

>beat his roll of 1d20+3 on 1d20+6, best of two, to keep him down!
>You need to do this for two more turns before Neilson gets here and can tie him.
>>
Rolled 13 + 6 (1d20 + 6)

>>5097293
>>
Rolled 1 + 6 (1d20 + 6)

>>5097293
>>
Rolled 11 (1d20)

>>5097293
>>
Rolled 4, 4, 4, 4 + 4 = 20 (4d4 + 4)

>>5097293
>>5097296
>>5097298
>13+6,1+6 vs 17+3
>CRITICAL FAILURE

You have him in your hands, his arms pinned behind his back! He is weak... Frail! There is no chance of escape, none, you hold him and soon, your ma- your friend, will have his head!

SHINK

"AAAAAAAGH!"

HE GOT THE SHORTSWORD FREE!
>>
>>5097316
>You've been dealt 20 damage, -2 from toughness!
>You have 7/41 HP left!

"AAAAAAAAAAAAAAGH!"

FIRE IS IN YOUR BELLY! YOU LET GO AND THE MAN SLIDES FREE! THE SHORTSWORD IS IN HIS HANDS AND IT IS STREAKED WITH BLOOD! YOU HAVE A WOUND IN YOUR STOMACH! DEEP AND TERRIBLE! HE LOOKS DOWN AT YOU WITH HATE!

HOW COULD YOU HAVE MADE SUCH A MISTAKE?

NO! NO! NO! THIS CAN'T BE HOW IT ENDS!

YOU SCRAMBLE BACKWARD, STRUGGLING TO YOUR FEET!

THE FOE MOVES TO STRIKE YOU DOWN!

>a crossbow quarrel flies through the air
>roll 7 or higher on 1d20+2 to hit
>His Dodge is halved because he isn't aware of Neilson
>>
Rolled 20 + 2 (1d20 + 2)

>>5097323
>>
Rolled 12 (1d20)

>>5097323
>>
>>5097316
Also, holy shit what are the odds?
>>
>>5097316
holy fuck those rolls...
>>
>>5097326
savior
>>
>>5097326
>20+2 vs 7
>CRITICAL SUCCESS

THUNK

>a crossbow quarrel strikes true!
>roll 1d6+2 for damage!
>multiplied by two!
>>
Rolled 6 + 2 (1d6 + 2)

>>5097332
>>
Rolled 5 (1d20)

>>5097323
>>5097326
>>5097332
>>5097333
>Veteran Guard has been dealt 16 damage!
>Veteran Guard has 4/20 HP left!
>Over half of Veteran Guard's HP has been lost in a single blow, he must save or be stunned!
>He's a seasoned combatant but he's already exhausted and caught by total surprise. He must roll 14 or higher.

A TINY THROWING SPEAR LODGES IN HIS NECK!

HE STARES AT YOU AND STRUGGLES TO STAND!

FAR AWAY, THE WEAKLING DROPS HIS WEAPON AND RUNS WITH HIS DAGGER! HE WILL BE HERE SOON!

MAYBE NOT SOON ENOUGH...
>>
>>5097333
Holy shit, Neilson is our new bro! I'd let him take sloppy seconds from Groshnak's mate after we cuck him for his cowardice.
>>
Well this whole fight certainly has been a good test of the mechanics.
I meant to mention this earlier, but I'm glad that op is a fellow race-as-class chad.
>>
>>5097336
Groshnak smash!
>>
>>5097337
yeah I'm very disappointed in Groshnak. First he runs away making us fight by ourselves, then he get's btfo by a routing guard. He needs to be punished after this
>>
>>5097342
A beating and a cucking, when he finds a personal mate. Groshnak's firstborn shall be of Melvin's seed.
>>
>>5097336
>5 vs 14
>MODEST FAILURE

...MAYBE THAT DOESN'T MATTER!

THE WARRIOR DROPS HIS BLADE AND GASPS!

YOU TAKE YOUR WAR-BLADE IN HAND!

IT FEELS SO FAR AWAY...

YOUR STOMACH BURNS! YOU ARE ON THE BRINK OF DEATH!

IF YOU DIE HERE, YOU WILL NEVER BE AMONG THE GODAR!

YOU WILL BE DAMNED!

THAT CANNOT BE!

YOU MUST END HIM!

"RAAAAAAAAAAAAAAAAAAAGH!"

>roll 7 or higher on 1d20+2 to hit!
>roll 1d4+7 for damage on a hit!
>>
Rolled 1 + 2 (1d20 + 2)

>>5097346
>>
Rolled 17 (1d20)

>>5097346
>>
>>5097348
lol Groshnak is not having a good day.
>>
>>5097348
So he's unconscious, right?
>>
>>5097348
>>5097349
one second to slow. pain
I legitimately think he's going to die
>>
>>5097353
He better not. I want to punish his ass the old fashioned way.
>>
>>5097346
>>5097348
>1+2 vs 7
>CRITICAL FAILURE

THE PAIN... IT IS TOO MUCH.

THE SHAME... IT IS TOO MUCH.

YOU- YOU FAILED THEM ALL! YOU FAILED YOUR FATHER!

YOU REMEMBER THE WARBAND! YOU REMEMBER GURTHAK'S WORDS...

HE SPOKE WISDOM YOU WERE TOO YOUNG TO SEE! YOU THOUGHT HIM A COWARD, YOU WERE A FOOL!

HE WANTED AN AMBUSH, YOU WANTED GLORY! YOU GATHERED THE YOUNG LIKE YOU TO YOURSELF, TOLD THEM OF BLOOD, AND CHALLENGED A WEAKLING CAMP IN THE OPEN, CHARGING FOR THE KILL!

YOU WERE THE FIRST IN THE LINE! YOU FOUGHT WITH FURY BUT THEN CAME THE HORSES! THE LONG SPEARS! THE STRANGE BOWS! IT WAS TOO MUCH FOR YOU! THE YOUNG WERE CUT DOWN AND SLAIN, FAR FROM THEIR FATHERS, A MASSACRE! AND YOU WERE THE CAUSE!

THE YOUNG OF AN ENTIRE TRIBE WIPED OUT, FOR YOUR FOOLISHNESS! FOR YOUR COWARDICE! YOU ARE NOT WORTHY TO BE A WARCHIEF'S SON! YOU ARE NOT EVEN WORTHY TO HOLD A WEAKLING'S WAR-BLADE!

TEARS STREAM DOWN YOUR CHEEKS LIKE THE BLOOD DOWN YOUR STOMACH!

YOU ARE ASHAMED! YOU DROP THE WAR-BLADE! IT CLATTERS TO THE GROUND AND YOU WEEP! YOU GNASH YOUR TEETH! YOU HOWL YOUR SHAME TO THE FOREFATHERS!

YOU ARE GROSHNAK, AND YOU ARE A FAILING!

"ME... IS GROSHNAK! ME... IS NO ORC!"

"IS NO ORC! IS NO ORC! IS! NO! ORC!"

"HUUUUUHUUUUUUHUUUUU!"

THE HATE IN YOU, IN EVERY ORC, BURNS!

IT BURNS FOR YOU!

IT BURNS FOR YOUR SHAME!

"AAAAAAGHAAAAAAAGHAAAAAAAAAGH!"

>roll 14 or higher on 1d20 to go berserk
>>
Rolled 15 (1d20)

>>5097355
Maybe the most pathetic orc ever depicted
>>
Rolled 3 (1d20)

>>5097355
>>
>>5097357
We're totally raping and cucking his ass after this.
>>
>>5097357
>He's going berserk
Great while he might live he will definitely kill the guy Melvin wanted alive. At least it's not required to keep him alive to get his chainmail.

Your fortune: You're on the nice list!
>>
>>5097357
>15 vs 14
>SLIGHT SUCCESS

NO...

The anger fades. Nothing remains. None of your past. None of your future. You've reached a state of calm. Pure, total serenity. The wound in your belly is nothing. The war-blade at your feet is nothing. There is nothing. Only the sky above, the earth below, and a purity of hate.

Hate.

HATE.

HAAAAATE!

The breath in your lungs quickens. The life-waters in your veins run hot.

>Groshnak has gone BERSERK
>In this state, Combat Skill and Toughness are doubled, Stun and Pain effects are irrelevant, and Dodge is halved

>roll 7 or higher on 1d20+4, best of 2, to ZULSH!
>roll 1d4+8 for damage!
>>
Rolled 13 + 4 (1d20 + 4)

>>5097369
>>
Rolled 5 (1d20)

>>5097369
>>
>>5097355
An idea of a speech we're going to say to Groshnak after we see him if he's still alive

"Grohnak, when I first met you all those nights ago, I knew we could do great things together. I could tell that the two of us would go far and bring all of our enemies to heel. You were my first and most favoured minion, but not only that, you are my good friend... my only friend..."
(draw a dagger to his throat)
"But perhaps you have misinterpreted my care for you for weakness *friend*. I am furious at what you have done for yourself this battle. First you had retreated, leaving me, your friend, to fight alone, and then you make me seem like a fool by being bested by a fleeing enemy. At this point you seem more like a liability and a hinderance then a true warrior worthy of being my friend and closest ally. So tell me orc. Why should I keep you as my friend and close compatriot, instead of gutting you here and now and leaving you to bleed out like the coward you are?"
Get the boy to translate if needed.
>>
Rolled 2 + 8 (1d4 + 8)

>>5097369
Awww yeah!
>>
Rolled 2 (1d4)

>>5097369
>>
Rolled 49, 19 = 68 (2d100)

>rolling for armor
>>
Rolled 4, 2 = 6 (2d6)

>chainmail
>>
>>5097374
I like that speech. Shame Grohnak doesn't understand human speech. Just rape his ass and be done with it, at this point Grohnak wouldn't survive a beating.
>>
I'm glad that Groshnak was able to overcome his trauma and insecurity in order to heroically murder this fleeing caravan guard.
>>
>>5097379
Yeah that's why I suggested we get the boy to translate to him what we're saying.
>>
>>5097382
I don't think the boy can fully translate that desu. Besides, Grohnak knows what wrongs he did by us, and physical punishment and humiliation are better teachers than any words.
>>
>>5097369
>>5097372
>>5097375
>>5097377
>>5097378
>Veteran Guard is dealt 10 damage, -6 from armor!
>Veteran Guard has 0/20 HP left!

You step forward. The HATE takes your soul. The weakling swings his blade. It pierces your flesh and he twists, staring you in the eye. It means nothing. You take his neck in your hands, lift him from his feet, and-

SNAP

The corpse falls to the ground. Now... He is nothing.

The foe is slain. The HATE drains out.

All that's left is a void.

The tears.

You collapse to your knees, cradle the corpse to your chest, and weep.

He was like you, and now he's dead. You should be, too.

You aren't worthy... You'll never be worthy.

>Perspective Swap

You're Neilson and you have no idea what the fuck just happened.

The orc, the gigantic, subhuman fucker your demon-possessed kidnapper keeps for some reason, is rocking back and forth like an invalid holding a baby. It's suffered enough trauma it should be on the ground bleeding out or unconscious, but it's just sitting there, making that noise.

"HUUUUUUUUUUUU!"

The corpse's head is hanging down past its chest, the wound in its neck is draining gallons of blood all over them both, and the monster's eyes are full of tears, but you aren't sure if they're from joy or... something else. You aren't sure what to make of this.

What the fuck do you need to do?

>Silently get out of here and back to the wagon.
>Just sit down, next to the orc. Don't say a word.
>Pat the orc on its shoulder. You've seen Melvin do that.
>Try to reassure it, somehow. It looks almost like it's mourning a grave.
>Scold it for its weakness. Maybe that'll snap it out of whatever this is?
>Keep your distance and reload the crossbow... Just in case.
>>
>>5097385
Eh, I'm sure he can at least translate the general gist. I'm also not against any physical punishment either.
honestly I just don't want to be a faggot and rape an orc kek
>>
>>5097389
>Try to reassure it, somehow. It looks almost like it's mourning a grave.

You don't need to do jack shit Neilson, you already proved yourself to us.
>>
>>5097389
>Try to reassure it, somehow. It looks almost like it's mourning a grave.
>>
>>5097389
>Try to reassure it, somehow. It looks almost like it's mourning a grave.
>>
>>5097389
>>Scold it for its weakness. Maybe that'll snap it out of whatever this is?
>>
>>5097390
While I understand that, I think of it less as faggotry and more a sadistic form of torture. It's more based on power dynamics that actually liking faggots, if you wrap your brain around that.
>>
>>5097389
>Keep your distance and reload the crossbow... Just in case.
>>Silently get out of here and back to the wagon.

Is the most in-character for our boy Neilson.
>>
>>5097389
>Keep your distance and reload the crossbow... Just in case.

Your fortune: Happy Festivus!
>>
>>5097391
>>5097393
>>5097395
Damn it. This orc ain't human. It's not even a person, if you listen to most folks. Rumors say it could crack your head like an egg and would be as likely to rape the corpse as eat it. You've seen enough you know that's got to be true. Every one of your instincts is telling you to get the hell away from it and back to... he's not your boss, he's not, can't be, but that feeling... back to Melvin, and let him know what happened, but you got a look of its face. Its misshapen, fucked up, tusked face.

You've seen that same look before, on Richard, back when he first killed a man. It broke something him. He got mean, reckless, but for weeks afterward, it was like a shell and you saw the same tears. The same stare. Even the same, godsdamned cradling the corpse. You know this ain't the orc's first kill but something about it, something about the way he did, broke him the same way. You stare... move to turn your back, and curse. The feeling in your gut won't let you leave him laying there.

"HEY!" "HUUUUUHUUUUHUUU-" "Yeah. Orc." "..." "Ah don't know what's going on with you. Ah don't know if you is rememberin' somethin', feelin' somethin'. Ah don't even know if you understand a word comin' out of my mouth." The orc is looking at you, limp.

"Listen to me. Listen here, you big fuckin' bastard.... It's gonna be okay."

The look in the orc's eyes is more vulnerable than it has any right to be.

It sobs. Its voice is hollow, like the soul in it was stripped out. Just like Richard.

You grab a crossbow quarrel, just in case.

>Next update tomorrow
>>
>Pat the orc on its shoulder. You've seen Melvin do that.

Groshnak did ok. Not good. Just ok. He provided ranged support and successfully tracked down that guard. His retreat was annoying but it's not like he spent the whole fight cowering behind a bush or anything.

Of course, Neilson was MVP with that backstab.
>>
>>5097406
Thanks for the quest QM. Have a Merry Christmas!
>>
>>5097406
Neilson really is a bro. See you tomorrow, QM!
>>
>>5097411
Groshnak utterly failed. He retreated in the beginning of the battle, kept failing to hit his shots, and somehow got worse AFTER the battle was over, losing 90% of his remaining HP to a fleeing guard that he failed to majorly damage, hold down, or even strike in a non-berserk rage. I wouldn't be as mad at his cowardice if he didn't leave right at the beginning of the battle, but clearly he needs to be punished for his failures.

And Neilson is MVP, right up there with Sadie. Our non-combat people are so based in combat that they're outshining our tank of an orc, which is quite impressive. We'll have to reward those two properly when we get back to camp, they deserve it.
>>
MERRY CHRISTMAS!!!!
>>
>>5097422
I mean...he does have that coward flaw. And he didn't utterly fail, at least he didn't utterly fail what we directly told him to do. We said that we wanted him back alive but if he dies then we'd be okay with that. The point is that we just didn't want him to make it to Dalhurst (the town) and we also wanted his loot, the outcome was not ideal, but it wasn't terrible.

I'll agree that he sucked in the main fight though, but that is something we just have to anticipate considering we know he is a coward, we have no ultra reliable fighter minions with Sadie's brother dead. Groshnak is a coward even if he is a tough fighter, Neilson is reliable and sneaky, but not a frontline fighter and he isn't loyal yet. Sadie can't fight for shit and can die in one hit, the boy isn't close to being a minion yet, and Sadie's brother got fucking destroyed.
>>
Thinking about other goal posts and shit like that, I'm thinking we should eventually raise an army of darkness in the hitherlands, but I'm think that we should infiltrate and corrupt some of the noble families as well, during our laying low times. Like, get in close as a expert warrior, and start influencing and corrupting them into more ignoble and sadistic acts, cuckolding and humiliating the lord and male heir, fucking the noble ladies and servants, turning the soldiers into cruel tortures. The natural climax would be sacrificing the lord and staging it as an accident, gelding his heir, and leaving our seed in the ladies to eventually turn into our spawn. Might be a neat project or two to repeat until we get bored of it.

Maybe we should also consider corrupting an isolated monastery, turning it into a cult of the ignoble gods instead. That might be some fun as well.

>>5097649
His cowardice in the beginning of the battle was pretty bad, but Groshnak lost most of his HP after that, trying to beat a fleeing guard, and while keeping the guard from alerting Dalhurst was a biggie, so to was capturing the bastard alive to interrogate, torture, experiment on, and eventually sacrifice, and he failed in capturing him alive. I do hope that this is considered a Worthy Opponent win, as well as participating in a pitched battle, as that would turn this into less of a waste and make Groshnak gain from this mess he put himself in because that 2 HP remaining ain't gonna do him or us any favors for a while.
>>
>>5097657
I doubt it counts as pitched battle, when I hear pitched battle, I hear full on field battles between armies, or at least between retinues of lords or major tribes.

I agree with the side project stuff.
>>
>>5097671
While I agree with your image of a pitched battle, I think relative to the size of both groups I would consider this a pitched battle, rather than a sneaky raid or a one-sided slaughter, considering our original numbers were 5v3, with Neilson not being a front line fighter and all.
>>
>>5097678
Maybe, I get what you mean by "the relative size of both groups", but I think if one were being technical then it would probably be classified as a skirmish or engagement rather than a pitched battle. I think a pitched battle would be for if we amassed a large following and fought say, a town or some large group of people, or if we joined a group mercenaries or participated in someone else's battle.

We'll see eventually I guess.
>>
>>5097772
The problem with that line of logic is that Groshnak would remain at level 3 until we can get enough men together for not one, but two pitched battles, which is a bit nonsensical when you think about it (would be a bit hilarious though).
>>
>>5096547
>>5096551
>>5096556
>>5096558
>>5096765
>Perspective Swap

You are Melvin and both of your minions have gone in pursuit of the enemy. You're confident they'll succeed and when they return, you'll "discuss" Groshnak's failure on the battlefield. To flee and leave you to fight the warrior alone was pathetic and his inaccuracy moreso, but you'll admit that he struck a telling blow through his brigandine. Not a strike most men could make, with a javelin at least.

Neilson, however, Neilson, has earned your esteem. The backstab was brilliant, possibly saving your life, and at no moment did he hesitate. That was a good fight overall, exhilarating on its own but you're thrilled with your takings. Not one, not two, but three victims just waiting to be dealt with... The wagon driver and the spear guard have surrendered completely and are willing, the warrior clings to life and refuses to die quickly. Between you and Sadie, you have them stripped of their clothes in short order. The moment you're done, Sadie starts to dissect the fallen guard's corpse.

You're quite pleased with the findings.

>Nasal Helmet (10% coverage, reduces damage by 2d4)
>Fine Brigandine (60% coverage, reduces damage by 2d3+1)
>Gambeson (40% coverage, reduces damage by 1d4)
>Fine Clothes (80% coverage, reduces damage by 1d1-1)
>x2 Light Crossbows and x40 quarrels (1d6, ranged, two-turned reload)
>Greatsword (1d8, reach)
>Militia Spear (1d4, reach)
>Shortsword (1d4, short)
>Intact Buckler (1d6, block on 6)

Do you want to switch any of your current equipment?

>Fine Nasal Helmet (10% coverage, reduces damage by 2d4+1)
>Sturdy Breastplate (30% coverage, reduces damage by 2d4)
>Tattered Gambeson (40% coverage, reduces damage by 1d2)
>Longsword (1d6)
>Intact Buckler (1d6, block on 6)

Once you've finished rummaging through their belongings, you turn your attention to their coin purses. Both of the guards had a decent sum, 14 silver and 55 copper coins between them. The warrior isn't particularly wealthy but has a silver symbol of Khadon and 4 copper coins beside that. The wagon driver isn't nearly as wealthy as his clothes hint at, having only 10 silver and 7 copper coins. He has a very calm, level voice for the situation. "In exchange for keeping my genitals, extremities, and general well-being, I'll tell you where the stash is hidden in the wagon." The warrior coughs. "TRAITOR!" He shakes his head. "This... this was only a job. I don't want to be crippled or maimed for it, or worse." You smirk. "Ha! I suppose you think we couldn't find it on our own?" The wagon driver sucks air in-between his teeth, that and a bead of sweat the only serious indicator of his reaction to your presence. "No... I know you would, but it'd take the better part of a day and the wagon would be in splinters when you were done. You could have it in under a minute." You chuckle. "Ahahaha, and I don't suppose you're aware that man there, with the dagger, is a snake in the black dyad?"
>>
>>5097826
He very slowly shakes his head. "No. If he's one of theirs he could find it, easy, but-" His voice is rather desperate. "-it might save on time." You start to laugh. "AHAHAHA! SAVE ON TIME, YOU SAY? OH THAT'S RICH! AHAHAHA!" The wagon driver slumps. "...Yes. I'm not worth a ransom. I don't know any big players. I can't even read. I just want to live." You shrug. "Eh, we'll see..." You make a show of counting out the money while you pretend to think about his deal. You actually made up your mind about two seconds after he spoke. Altogether, you have 51 silver and 116 copper coins. Not even counting what's in the wagon. Very nice. Very, very nice.


How do you want to respond to this attempt at negotiating?

>Intimidate him into telling you for nothing.
>Promise not to do anything to him, truthfully.
>Promise not to do anything to him, deceitfully.
>Mutilate him, but only slightly, for his impudence.
>Torture him to death in the most painful way possible.
>You like him, so you'll kill him quick, clean, and painlessly.
>>
>>5097827
>>5097827
> Promise not to do anything to him, deceitfully
>>
>>5097827
>Intimidate him into telling you for nothing.
YOU SHOULD KILL YOURSELF, NOW!!
But before you do, TELL ME EVERYTHING
>>
>>5097826
>Gambeson (40% coverage, reduces damage by 1d4)
>Greatsword (1d8, reach)

>>5097827
>Intimidate him into telling you for nothing.
If that fails
>Promise not to do anything to him, deceitfully.

Keeping him intact honestly depends on his utility to us.
>>
>>5097827
Also
>Detect Evil on PoWs
>>
>>5097826
>Switch out our Sturdy Breastplate for the Fine Brigandine, it has superior coverage and near equal damage reduction, perhaps better on average due to the plus 1.

>Switch out the tattered gambeson for the normal one. Put on the fine clothes as well.

>>5097827
>Promise not to do anything to him, deceitfully.
>>
>>5097826
>>Gambeson (40% coverage, reduces damage by 1d4)
>>Fine Brigandine (60% coverage, reduces damage by 2d3+1)
Only if it doesn't hurt our Stealth.
>>Greatsword (1d8, reach)
Hm, I like our longsword but this does do more damage. Any penalty for how fast we can use it?

>Intimidate him
>>
>>5097857
>>5097840
Supporting these selections and the write-in. Corrupt and recruit any of them that pings evil.

>>5097827
>>
>>5097657
>>5097671
>>5097678
The guard did count as a Worthy Foe, but a Full Battle requires at least 5 active combatants on each side. They need not be dangerous combatants, a child with a knife counts, but they have to be fighting. The wagon engagement wasn't a Full Battle, because there weren't enough on your side, but also because Sadie wasn't an active combatant. The orc must fight during the Full Battle, retreating disqualifies that specific engagement.

>>5097862
The Fine Brigandine is very formfitting and has minimal interference with your movement. No but you're not able to use a shield with it.
>>
>>5097862
I'd rather keep our shield, a greatsword not having a big die like 1d12 like in DnD just doesn't seem worth losing our shield even if it has reach.
>>
>>5097888
I could go either way. Buckler only has a 1 in 6 chance in proccing, but you're right that only an extra 2 die isn't really worth bothering with. Groshnak needs a better weapon but he didn't do well enough in this encounter to earn this one.
>>
>>5097892
extra 2 points of damage even.
>>
>>5097833
>>5097836
>>5097837
>>5097840
>>5097857
>>5097862
>>5097868
>>5097888
The greatsword is alluring but for now, you leave it where it lays. The buckler hasn't saved your life yet but it could and you aren't sure that the better heft it gives is worth it. You strip out of your sturdy breastplate and tattered gambeson. The body beneath them is thin, wiry, built more by a youth spent doing backbreaking labor and a punishing training regimen from the army you do every other day, when it suits you, more than any dedication on your part. You flex and turn to see the girl is more interested in digging through intestines than getting a look.

Bah. You didn't care anyway. Before any armor comes the fine clothes, a little loose in some places, a little tight in others. They're useless, but then again, so is the girl until she learns the diary's secrets, isn't she? A new suit of gambeson slides over your shoulders and then, the fine brigandine. The gaping hole in the chest is a mild problem (-5% coverage) but you can patch it together later. You feel fitted for violence. You've gotten a taste in the last couple of weeks but you want more of it. More blood, more silver, or even better, gold. This wagon driver knows where some might be. You sniff deeply.

The warrior has a slight angry streak and boils with envy for... something... but beneath both is a genuine willingness to self-sacrifice. This isn't a truly good man but it is a decent one. Disgusting. The surrendering guard is bland, too dim to sense in either direction. The wagon driver doesn't have a mean bone in his body but you sense some greed. Barely more than the average peddler. None of them are good. None of them are evil. They're somewhere in-between. Neutral.

You look down at the fat man and scream in his face. "YOU SHOULD KILL YOURSELF, NOW!!!" You giggle, pulling a dagger and slide it over his cheek, tracing the bloody outline of a tear while he cringes and tries to keep his eye away from the tip. "-but before you do, TELL ME EVERYTHING!"

>roll 8 or higher on 1d20+2 to intimidate
>roll 10 or higher on 1d20+2 to lie if that doesn't work
>>
Rolled 3 + 2 (1d20 + 2)

>>5098009
>>
File: 1640480456.png (149 KB, 261x361)
149 KB
149 KB PNG
Rolled 6 + 2 (1d20 + 2)

>>5098009
>>
>>5098012
>>5098015
>3+2 vs 8
>SLIGHT FAILURE
>6+2 vs 10
>SLIGHT FAILURE

He stiffens and doesn't react to the blade for half a minute. You pull it back, barely bloody, shout without words "AAAAAAAAAAAAAGH!" and kick him in the stomach as hard as you can, but he only doubles over and squirms. It seems he was stronger-willed than you first believed. You give him a moment to recover and then pull him up by the fat over his shoulder blade. You look at him for a minute, making a face like you're disappointed and sigh. "Ah. I suppose it's no use then. Very well, tell me and I promise not to harm a hair on your head." He look at you, disturbed, and shakes his head. "N-No, I can't be sure you won't just torture me if I do."

Most frustrating. What should you do?

>Insist that your promise is good. (Not for him, though.)
>Joke that you'll starve him for this. (It's not a joke.)
>Beat him and maybe break his resolve.
>Mutilate him, short, simple, and painful.
>Threaten to torture him if he doesn't.
>Torture him anyway. For his secrets.
>Torture him anyway. Just for the fun of it.
>Ignore him for now. Not worth your time.
>>
>>5098022
>>Joke that you'll starve him for this. (It's not a joke.)
>>
>>5098022
Id say we threaten to give him to Sadie, I'll assume she's doing unholy things to those corpses.
>>
>>5098032
+1
>>
>>5098032
+1
>>
>>5098022
>Joke that you'll starve him for this. (It's not a joke.)
>Or maybe I'll just give you to my girl over there. I'm sure she can make better use of you than I would.
>>
>>5098032

This is a good idea.

"Did you know that the girl is an aspiring necromancer? No doubt she would learn a lot by working with you."
>>
>>5098022
>Threaten to give him to Sadie, if she has no use for him then just ritually sacrifice him along with the rest back at camp, or here on the spot, doesn't matter.
>>
>>5098022
>>Torture him anyway. Just for the fun of it.
>>
>>5098025
>>5098032
>>5098039
>>5098040
>>5098057
>>5098086
>>5098118
>>5098129
"I guess if you won't help me make my coin pouch heavier, I'll have to help you lose some weight." The fat man tenses his shoulders. "..." You grin. "Oh, did I touch a soft spot there?" You pull out your longsword and poke him in the stomach, not enough to seriously wound, but draw blood. "Oho! How about there? Hahahaha!" He's wincing and the fortress of pragmatism he's built is breaking down. You get ready to batter down the gates. "Ah... but do you see her there?" You point the longsword, slicing him slightly, toward the stubborn guard's naked corpse. She didn't stop with disemboweling it and scooping out the innards. No, now she's slicing them open and staring at what she finds. You lean down and whisper. "Did you know that the girl is an aspiring necromancer? No doubt she would learn a lot by working with you." He's more still than the dead. "...You ever see a fresh-raised corpse?"

He doesn't shake his head. "N-No..." You smile, breathing on his ear. "Neither have I... You could be the first."

>roll 6 or higher on 1d20+2 to intimidate
>>
Rolled 11 (1d20)

>>5098157
>>
>>5098157
>>5098160
>11+2 vs 6
>GREAT SUCCESS

The fat man sinks into the ground. He's quiet for a few seconds, then you lay your hand on his shoulder and he gasps. "Okay... OKAY! I get it, I get it! The stash is..." The warrior glares at him. "Think about your soul!" The look on his face is frustrated, as he inhales deeply, and spills it. "...second board to the rear left is loose, pry open the right side from the knot in the middle and then you can jimmy it to get inside. There's a lockbox there. I w-wore the key around my neck but one of yours grabbed it when he ra-" You ask- "Which?" He looks down. "The... the snake." You're not sure if you should be frustrated or impressed. Recently, you've felt that way a lot about the thief. Maybe you don't want to give him back to his boss, after all. Then again... Maybe you can work something out. Take him on a loan? You're not sure how the mafia works.

What do you want to do with the wagon driver? Your minions should be getting back soon.

>Kill him on the spot.
>Torture him to death. (will take too long to choose a second option)
>Leave him to sit there.

When you're finished with that, assuming you aren't torturing him you have some time on your hands. Too much longer and you'll have to chase that guard yourself.

>Improvise a bloody sacrifice. To what?
>See the wagon's loot. Both mules are alive.
>Talk to Sadie about the ignoble gods.
>Talk to Sadie about her progress on the diary.
>Talk to Sadie about something else.
>>
>>5098164
>Leave him to sit there.

For now.

>Talk to Sadie about the ignoble gods.
>Talk to Sadie about her progress on the diary.

We'll sacrifice to ourselves and the ignoble gods when we get back to base camp.
>>
>>5098164
>>Leave him to sit there.
>>Talk to Sadie about something else.
Specifically about whether or not shes learning anything from her dissection.
>>
>>5098168
Support.
>>
>>5098164

>Leave him to sit there
>Improvise a bloody sacrifice. To Starintob. The god of honey jars, bugs and slow deaths, or something? Whatever. You don't have any honey or bugs but torturing that fanatic to death in the name of an ignoble god sounds hilarious.
>>
>>5098164
>Torture him to death.
>>
>>5098164
>Leave him to sit there.
>See the wagon's loot. Both mules are alive.
If there's no clear majority by the time you want to continue, I'll switch mine to >Talk to Sadie about her progress on the diary if it will break the tie.
>>
>>5098188
Don't mind sacrificing the bastard, just need it to be especially sadistic as possible, very violating and humiliating on a personal level. Maybe Sadie can assist us?
>>
>>5098164
>Leave him to sit there.

>Talk to Sadie about the ignoble gods.
>Talk to Sadie about her progress on the diary.
>Bring the loot, the mules, and the prisoners back to camp for sacrifice.

First we need to know more about the ignoble gods to even be able to do sacrifice.
>>
The pace has been a bit ponderous yesterday. Next time we'll abstract most of the aftermath instead of doing beat-for-beat. Holiday celebrations are still happening where I'm at but I'll post when I can.
>>
>>5098507
Youve been really productive, no worries
>>
>>5098507
https://m.youtube.com/watch?v=YdXQJS3Yv0Y
>>
Speaking on another goal, maybe we can corrupt one or more of the noble gods? I don't know the viability of such a plan, but I think that it would be an interesting experience if we manage to find a way to do it.
>>
Also, maybe we can get some wolves on our side to count as combatants with our Authority? I'd prefer some direwolves, maybe a pack of regular wolves, but I can settle for just a pair of them to make our combat group eligible for a pitched battle.
>>
>>5098167
>>5098168
>>5098185
>>5098188
>>5098253
>>5098371
>>5098437
>>5098469
You’re very tempted to cut the man’s throat to see the look on the other guard’s face but you restrain yourself. He might be more useful alive. He’s left to sit and he does, with his tied hands behind his hunched back. You realize you’re wearing his clothes. Heh. The loot in the wagon burns for your attention but if you look at it now, you’ll have to wait until your minions get back before you can do anything with them. You aren’t in the mood for that.

Torturing them on the side of the road, while pleasant, could be a problem. Standing by a broken wagon is one thing, mutilating a man is another. Well, the girl is already disemboweling a corpse but the odds of there being someone along so soon is slim. The risk is still there and it’s not like there’s no blood either, the evidence alone is enough to start a manhunt. Maybe you shouldn’t have given her the go ahead so soon but if Groshnak scrapes over the ground with the shovel there shouldn’t be too much sign it was there before you’re gone.

You’re curious about the diary, about Sadie’s progress, and the possibility of sacrifice has you wanting to hear what she knows about them. You walk over to where she’s making a puddle of gore where a man used to be and grunt to catch her attention. “Eh?” She’s engrossed in her work. You asl. “So what do you know of the ignoble gods, then?” The girl is trying to cut a pink, wiggling tube into several smaller strings while keeping it together and waits a second before she replies. “…Ahhh, well I’m busy now, so I’ll tell you later. If-… If I remember.” Huh. “Then are you learning anything from gutting him like that?” The girl pauses. It’s very lumpy. “…some of the metaphors are making much more sense. I-I think I’m starting to grasp the simpler parts of the diary. No... I know I am.”
>>
>>5099216
“Very good.” You leave her to it and just watch. It’s very fascinating to see how some parts bleed more than others when she cuts them. Part of you is curious to see if there’ll be anything inside of one. Maybe that’s what she’s looking for. This goes on for several more minutes and then you spot something in the distance. The thief! And the orc, dragging the corpse of the guard behind him. You know it’s a corpse because a head doesn’t move like that naturally. Damn it. You see the orc has blood all over his stomach and legs and is limp in places. You look closer and see a gaping wound below his ribcage. The kind of injury that would be mortal on a man. What the fuck happened?

Neilson is nervous for a second, and Groshnak is too ashamed to speak, but eventually the thief starts to explain what happened. How the orc left himself open to being stabbed, screamed in broken words about he ‘wasn’t a real orc,’ and failed to subdue the guard without snapping his neck. To top it off, afterward he fell into weeping like an infant, and this is AFTER he ran during the fight. Your earlier frustration has reached a fever pitch.

The orc must be punished for his weakness, but how? You can do more than one but going too far could have risks.

>You’ll scold him for his weakness. Make it clear to him that until he can prove himself, perhaps above and beyond even that, he’s no friend of yours.
>You come to a simple conclusion. If the orc won’t fight he’ll have to work. From now on he’s doing chores.
>You’ll banish him from your camp. Get it across to him that he isn’t your minion and isn’t coming back. Maybe if he brings prisoners or skulls you’ll reconsider, but that’s a stretch.
>You’ll force him to break his beam-blade and burn his javelins. He hasn’t earned the right to use them. The shovel is useful but off-limits from now on.
>You’ll starve him by taking away the “rations” he’s been relying on. He doesn’t get to eat until he’s proven himself in combat.
>You’ll beat him black and blue with a club you’ll whittle from a stick. You doubt your fists would do much.
>You’ll burn his chest with a torch. Brutal and painful beyond normal comprehension, it’ll leave a nasty scar without much impacting his ability to fight.
>You’ll cut a piece out of him to atone for his failures. Maybe an eye, maybe a finger. You’ll leave a permanent remainder.
>You’ve come to a terrible conclusion. If the orc doesn’t have the balls to fight, he doesn’t deserve his balls. You’ll cut them out.
>You’ll just kill him on the spot. Quick and simple. No coward deserves to draw breath, let alone be your closest minion.
>>
>>5099219
>Burn our symbol into him
>Cut off a pinky
>Insult him the whole time
>>
>>5099219
>>You’ll just kill him on the spot. Quick and simple. No coward deserves to draw breath, let alone be your closest minion.
It's easier and simpler to find a minion who is smarter, smaller and braver.
>>
>>5099219
>You’ll scold him for his weakness. Make it clear to him that until he can prove himself, perhaps above and beyond even that, he’s no friend of yours.
Be quiet until we get back to camp, and then when we can get the boy to translate for us, say this: >5097374
>>
>5099229
>>5097374
>>
>>5099219
>You’ll scold him for his weakness. Make it clear to him that until he can prove himself, perhaps above and beyond even that, he’s no friend of yours.
>>
>>5099219
>Burn our symbol into him
>You’ll scold him for his weakness. Make it clear to him that until he can prove himself, perhaps above and beyond even that, he’s no friend of yours.

Making it very clear that we will not accept him running away another time. He has this chance and then true punishments and suffering will come.
>>
>>5099219
>You’ll scold him for his weakness. Make it clear to him that until he can prove himself, perhaps above and beyond even that, he’s no friend of yours.
He highly respects us. This would be more damaging than anything else combined.
>>
>>5099219
>You’ll beat him black and blue with a club you’ll whittle from a stick. You doubt your fists would do much.
>You’ll scold him for his weakness. Make it clear to him that until he can prove himself, perhaps above and beyond even that, he’s no friend of yours.
>>
>>5099220
>>5099222
>>5099229
>>5099232
>>5099251
>>5099312
>>5099325
>>5099336
You look at the orc. You have to tilt your head back to stare up at him but he's cowering so pathetically he would've had the same personal presence if his head didn't reach your knee. "GROSHNAK. ALNO... UTH NO FRIEND." He recoils as if struck by an iron bar, and breathes not a word. "GROSHNAK. YOU ARE WEAK. NO FRIEND OF MINE IS WEAK." You see his breathing is rapid and his shoulders hunched like a weight is on them. You have a dagger in your sheath and a mind to give him a speech but his understanding of the kingdom's tongue is equal, if not dimmer, than your understanding of orcish. It wouldn't get through to him. You'll wait until the boy can translate but you think he understands what you've said so far. That should get the message across.

He drops the corpse at your feet and you get a closer look of it. The neck is completely limp, you nudge it with your foot. There's almost nothing solid underneath, like it was crushed into powder. You stare at the orc, who looks at you trembling, and scowl. He lurches back, almost on the ground, and crawls to the corner of the fighting field, where he coils into a fetal position. All of that raw physical strength, and the mental weakness of a scullery maid. You don't understand it. The fanatic gasps, his voice whispering. "You're one to talk. Coward. You could've fought me, honorably, but you tried to get your pet invalid to-" A glare from you silences him, but now he's smiling. He feels he's dealt you some blow, won some victory. He's done nothing and he'll regret it soon.

You go to where the thief is digging through the wagon and think. You need a branding iron, something precise. You want to burn that symbol into the orc's chest and maybe that warrior's forehead before you kill him but that torch won't do anything but make a mess. You suppose you could cut a wound and then burn that, but it would look misshapen relative to the memory you have. The image is almost etched into your mind, you can recall it with a thought, the problem is putting its intricate, delicate lines on human skin without making any mistakes. You took a crack at it with that thief that tried to rob you, but it was a very quick and half-assed job. Eh, you'll figure something out.
>>
>>5099453
You reach Neilson and he looks down at you with a strange expression on his face, like he's remembering something, but then he snaps out of it and nods his head at you. "M-Melvin." This makes you think.

Do you really want your minions to keep calling you by your given name? Maybe you should give yourself a title or make one up. Captain, maybe? You're not on a boat but it could work. Boss? A bit simple. Dark Lord? A strong contender but slightly grandiose for your current situation. Black Emperor? Well, you do have The Authority... Anything would work, you suppose. You come out of your reverie and speak. "Thief. You took a key from the wagon driver's neck." He nods his head a second time, nervously. "Y-Yes sir, ah did, right before you sent us to-" You glare and he takes it from his neck, then tosses it into your hand. It's a very standard key. Copper. "A-Ah was plannin' to tell you but then, uhhh-"

Should you do anything about the initiative the thief has been showing lately?

>Scold him, if you haven't given permission to do something he has no reason to do it.
>Ignore him, if he's doing the job better than asked for, why would that matter?
>Praise him, if he's doing good work for evil that should be encouraged.

When you've finished that, you explain the wagon driver's explanation of where their stash is. Apparently he was already started on looking for it when you'd approached him. "T-To share... Ah mean, g-give to you t-... to do somethin' with it." You ignore the implications for now and climb over the top of the wagon to look inside. There's numerous bolts of fine cloth stacked into a rick under a traveling blanket, a few large boxes you haven't looked into yet, and what you recognize as a massive, full bag but you can't read the writing on it. You open it and look inside to see a coarse, grainy off-white powder. Salt. You seal it shut and direct the thief to the supposed hiding spot. The board is pried off in under a minute and then a thick, leather-wrapped box is put into your hands. Surely enough, there's a lock. You apply the key and crack it to see a small mountain of silver and two gold coins. Gold. Your heart almost stops for a moment. Each of those is worth 100 silver coins. They're so valuable they're almost impossible for the average commoner to spend.

Neilson sorts through the wagon's while you bother to count the silver between lengthy bouts of marveling over the way the gold shines when you hold it juuust right. Fifteen minutes later you've determined what you've got. 73 silver and 2 gold coins. Adding that to your total, that's 2 gold, 124 silver, and 116 copper coins. When take into account that you aren't sharing that's a very tidy sum indeed. Neilson tells you what he's found in the boxes. Pots, pans, and kitchenware for the most part, but also some candles. Tallow, not incense, though possibly good to have around anyhow
>>
>>5099455
>The Large Wagon has 12 storage
>16 days of Food, dried meat and soft bread (every 10 days of an item counts as 1 unit for storage purposes, each person can carry 2 units +1 per strength and/or combat skill/2)
>4 units of Fine Cloth
>3 units of Domestic Goods
>2 units of Salt
>1 unit of Candles

>You remember that back at camp, there's-
>16 days of Food, flour and hard bread
>17 days of Medicine
>2 units of Tools
>1 unit of Trap Materials
>1 unit of Domestic Goods
>You also remember the garbage repository and the many corpses in the crypt, though looting it or eating those is of questionable worth. >>5091860
>You can carry 4 units, Groshnak can carry 7, Neilson can carry 3, and Sadie and the boy can carry 2
>The guard can carry 4, wagon driver can carry 2, and the fanatic would rather be tortured to death than help you in any way.

The wagon's wheel is too damaged to move but the thief thinks he might be able to repair it if he had some nails and an iron binding or two. (1 unit of Tools for two unmodified rolls at difficulty: 12. Rusted Tools can be used for the same at difficulty 16.) You could also leave it to rot by the side of the road, or better yet, burn it with one of your captives trapped in the middle, but it's a valuable asset. The mules seem too terrified of you to think of doing anything but obey, though they aren't so suitable for riding and if you didn't need them to pull the wagon you wager they could keep you fed for 15-20 days. On their own, they could carry as much as two men (4 units apiece) but not while they're pulling a loaded wagon. You think about the logistics. You figure about half of banditry is fun and the rest is logistics. Better than the army, where the other half isn't even that.

Do you want to repair the wagon, and if not, what do you want to carry with you and how do you want to divvy it up? If you do, what do you want to carry in the wagon and what do you want to carry otherwise?
>>
>>5099219
>You’ll scold him for his weakness. Make it clear to him that until he can prove himself, perhaps above and beyond even that, he’s no friend of yours.
>>
>>5099455
>Praise him, if he's doing good work for evil that should be encouraged.
>"But next time, tell me immediately"

>>5099457
Have Neilson run back and try to get tools to do repairs with. If we can't repair it then just haul it back to camp, we have enough carrying capacity to take it all in one go, we'll take the least since we may need to fight if we encounter anyone.
>>
>>5099455
>Praise him, if he's doing good work for evil that should be encouraged.

He's become my favorite with bravery, loyalty, and his insane crits.

>>5099457
Keep the wagon, +1 >>5099474's plan.
>>
>>5099455
>Praise him, if he's doing good work for evil that should be encouraged.
New favourite minion?
>>5099474
+1
>>
>>5099455
>Praise him, if he's doing good work for evil that should be encouraged.
Make sure Groshnak here's us praising Neilson.

>>5099457
I'm going to vote no on keeping the wagon, just because we still need Nielson to set up traps in the crypt and doing this would neglect our former plans.
>>
>>5099474
Support

If the repairing gets dangerous we get out of here. If not we go back to camp and finish the traps for those paladins. Have the orc cover with dirt any signs of combat after we go away.

>>5099457
When Nelson is done with the traps we will haul away with us 4 of the corpses of the crypt, there is plenty anyway. With the prisoners and the corpses we might be able to do an interesting ritual, we could add more to it if we raid a farm.
>>
Also kick in the guts that warrior. He can act as defiant as he wants, is noble gods will not save him.

///
I have thought about it and perhaps a nice title could be the Dark Betrayer or the Dark Deserter, both in theme with Melvin since he left the kingdom army and his now an evil man. Though a title like dark lord or black emperor is good too, if very ambitious. But Melvin is also very ambitious.
Also when we have some time perhaps we could suggest Sadie to create a necromancer staff out of some the crypt bones (Melvin would say more something on the line of "don t mages always have a walking stick with them for their spells ?"). Or perhaps fresh human ones. The boy and the orc could help in crafting it, during free time. And we can make clear to all she s our property.
>>
>>5099455
>>Praise him, if he's doing good work for evil that should be encouraged.
Nothing too fancy, a clap on the back and an approving nod should be sufficient.

>>5099457
Let's repair it. Send Neilson back to fetch the tools and direct Sadie and Groshnak to transfer prisoners/experiments into the wagon and cover up evidence of the battle.
>>
>>5099602
Just call Melvin the Alpha or Chief, and upgrade our title from there.

Also agree that Sadie is our property now, we should get a tattoo on her ass to make it official.
>>
>>5099474
>>5099485
>>5099513
>>5099535
>>5099570
>>5099625
The wagon is too useful to abandon. You want everything in it, and more, and with luck you can have it, too. Failing that, the mules can haul most and your captives the rest. Maybe you should get some less dangerous captives. The wagon driver is harmless but the guard could be a threat if he grew a spine. You clap the thief on the shoulder and speak loudly, enough for the orc to hear. "You've done excellent work these last few days, Neilson, and I'm proud to have your resourcefulness at my disposal." He seems surprised that you've addressed him by name and you lean in, voice becoming firmer. "But next time, tell me immediately." The snake clenches his hands from the strain of being this close to you. "Y-Yes sir."

"This wagon is useful. We'll fetch the tools to repair it at once." Those are back at camp, which means... You kick the warrior in the ribs as hard as you can, and get everyone ready to move. Sadie says she isn't sure if she's ready to leave the corpse just yet and at a gesture from you, Groshak scoops it and its innards into his "food" sack. All three of the prisoners are forced on their feet, the fanatic leaning on the guard who can't stop staring into space, and are marched at swordpoint, naked and barefoot. The wagon should be fine for the four hours or so it takes to get back to camp and handle the prisoners, but just in case you leave the thief to keep a watch from the bushes. You grew up on a farm. You know what tools he'll need to repair a wheel.

You return to camp, tie each of the prisoners to different trees, and pointedly say not a word about who they are to the boy, or why the boy's there to any of the men staring at him. You motion to the tools you've put in a sack, at the orc, and back in the rough direction of the wagon. He whimpers so quietly you can barely hear him, and goes back without complaint. That wound of his is serious but it stopped bleeding a while back and orcs are hardy. He'll be fine. If anything, the way it stings when he moves will motivate him for the future.
>>
>>5099729
You take a relaxed breath. Now that you're away from the road and back in camp, you can indulge yourself.

What do you want to do with the thorn in your side? And do you want to do it in front of or away from the boy? If you have sacrifice in mind, you'll make sure to talk to the girl first.

>Postpone the warrior's death, for now.
>Execute the warrior on the spot.
>Torture the warrior to death.
>Sacrifice the warrior, to (choose one: yourself/Sarintob/the ignoble gods in general/something else, what?)

What do you want to do with the other two prisoners?

>Let them live. They'll be useful slaves.
>Execute them on the spot.
>Torture them to death.
>Sacrifice them to (choose one: yourself/Sarintob/the ignoble gods in general/something else, what?)
>Kill only one, let the other live. (which one, and how do you kill him?)

Back on the road, Groshnak has come back to the wagon with a sackful of tools. Neilson winces but knows what's happened the second he sees him. He gets to work while the orc sits, watches, and ponders what went wrong today. Where he went wrong and where the thief went right.

>roll 12 or higher on 1d20 to repair the wagon's wheel, best of three for resources
>>
>>5099732
That's a typo. Wagon repair is best of two, not three.
>>
Rolled 19 (1d20)

>>5099732

I'm feeling lucky
>>
>>5099732
>Torture and then Sacrifice the warrior, to (Sarintob, if Sadie wants to get in good with him, otherwise the ignoble God in general, because it'll be funny).

>Let them live. They'll be useful slaves.
But if anons want to sacrifice one of them, I'll vote to ourselves this time, just to see what happens.
>>
Rolled 3 (1d20)

>>5099732
Ask the prisoners (minus the warrior) why they're useful to us, and make the winner kill the warrior while we dispose of the useless one.
>>
Rolled 18 (1d20)

>>5099732
Also dice.

>>5099766
Damn, you are lucky!
>>
>>5099732

>Sacrifice the warrior to yourself

This seems most apropos, Melvin is not the religious type.

As for the other two, maybe Sadie can take one for sacrifice, and we can keep one for labor?
>>
>>5099732
>Sacrifice the warrior, to the ignoble gods in general.
>Kill only one, let the other live. (which one, and how do you kill him?)
Ask them which one is more useful to us and have them kill the other one. Then let them run away before we shoot them in the back with a crossbow after just a few feet.
>>
>>5099788
I can agree to sacrificing them to ourselves if the Thunderdome thing passes for the other prisoners, or if there's a tie.

>>5099791
I'd rather just sacrifice them to ourselves than Thunderdoming them.
>>
>>5099732
>>Torture the warrior to death.
>Let the live for now
I'd rather give them to Sadie for later. As far as the warrior, let's torture him to death, if we want to do it in our own name/to the black stars we can do that.
>>
>>5099732
>Torture the warrior to death.
>Torture them to death.
>>
>>5099732
>Sacrifice the warrior, to the ignoble gods in general

>Let them live. They'll be useful slaves... And they can start by performing the sacrifice with us

If one or both of them refuses, hobble them, and sub the boy in to sacrifice them AND the fanatic.
>>
>>5099732
>Sacrifice the warrior, to Ourselves
>Sacrifice them to Ourselves
>>
>>5099732
>Sacrifice the warrior, to the ignoble gods in general
>Let them live. They'll be useful slaves.
>>
>>5099732
>Sacrifice the warrior, to Ourselves
>Sacrifice them to the Gods
>>
>>5099766
>>5099771
>>5099773
>>5099788
>>5099791
>>5099819
>>5099829
>>5099877
>>5099899
>>5100077
>>5100095
>19 vs 12
>GREAT SUCCESS

To the thief's surprise, he finds the damage from Melvin's crossbow and Groshnak's javelin are, while debilitating, superficial to the wagon's structure. The repair job takes less than an hour and the brunt of the tools even went untouched. (No Tools consumed) The heavy wagon is intact, soon to be his kidnapper's. Reasoning that he has the better part of an afternoon before Melvin becomes frustrated, Neilson kicks his feet back on the driver's seat and after some awkward silence, starts to tell the orc a few stories about his time with his partner. Groshnak doesn't comprehend most of the language but listens intently. He recognizes it's a story of some kind, maybe a weakling version of the godar-chant or the retelling of his trials.

Back at camp, your impatience with the fanatic has reached a fever pitch. His worship of the Iron Prince, among the most insufferable of the noble gods, has earned your ire. You are going to show him pain such as he's never experienced but that's not enough. The only fitting punishment to false faith, that being those built on any more than fear of power, loose mutual interest, and the expectation of a reward, is blasphemy and there is no higher blasphemy than to commit human sacrifice. You can't decide if he should bleed for The Authority or for the ignoble gods as a whole, but you don't tolerate indecision. If there are two exclusive things you desire, you will seize them both or break them for daring to tempt you with what you can't receive. The fanatic will die, sacrificed to yourself, above and before all else, but you will too broadly dedicate his pain to those you deem worthy. If not your peers, then far superior to the noble gods, in their sense of taste if nothing else.

You're not a skilled torturer nor is your equipment the best but you are earnest and driven in your malice. The girl sees the fire in your eyes and knows better than to intervene.

>roll 4,8,12,16,20 on 1d20+0 to give him a truly painful death

The other captives stare on in horror. One of them may die soon. You're leaning toward another torturous sacrifice but aren't sure if you want to be rid of both so soon. Having them murder each other could also be delightfully wicked. You'll finish them later.
>>
Rolled 17 (1d20)

>>5100437
>>
Rolled 18 (1d20)

>>5100437
>>
Rolled 85 (1d100)

>>5100438
>17 vs 4,8,12,16,20
>GREAT SUCCESS

You may not be a professional torturer but you are a hobbyist and you do expert work. First comes the hammer, then the nails, and then the knife. At any point when he shouted insults, then prayers you could've ended his life at no risk to yourself, but at a cost you weren't willing to pay. No, you were slow, deliberate, and patient. Both very creative but restrained enough not to kill him too swiftly., a rare combination. Every instant of his final hours was excruciating and by their end, each of his nails were littered on the ground, he was disfigured beyond recognition to his own loved ones, and your arms were drenched in light and dark blood. This time you were careful not to stain your gambeson.

Little by little you've turned his zealous defiance into wails of agony but none of these lesser pains held a fraction to his final moments. When he looked at you with his remaining eye, caught on by a rusty hook and soon to be pulled out, there was devotion but outweighing it was a pit of despair. Even though you never broke his faith, through sheer, prolonged pain you've made him believe it was false or that he didn't matter to his god. Against a righteous man, there is no greater punishment.

You finish only when the warrior's life fades and that takes well into the night. The thief and orc don't dare to interrupt with news of the wagon or the girl with her diary, you are in a trance and only snap out of it the moment after the mutilated husk stops twitching. You realize you've been muttering to yourself, there's a crude replica of the symbol carved into his forehead, and that what happened here was an evil beyond description. Evil that now seeps through the pores of your skin and to the very soul beneath. Enough to earn greater corruption and the attention of higher (lower?) powers? You aren't yet sure.

>roll 1d6+4 for XP gain, need 8 or higher for this act alone to do it
>roll 1d100+16 for sacrifice
>>
Rolled 93 + 16 (1d100 + 16)

>>5100503
>>
Rolled 4 + 4 (1d6 + 4)

>>5100503
>>
>>5100438
>>5100451
>>5100510
>>5100514
this are all great rolls
>>
>>5100555
The hype is real
>>
>>5100503
We getting another update today QM?
>>
>>5100947
I imagine he'll be busy through New Years since he said celebrations will be ongoing, but that's only a guess.
>>
>>5100948
A shame, as I was quite hyped for whatever was going to happen next. Oh well, I hope I'm there to affect the next update, assuming it's important or interesting.
>>
>>5100678
When we will make larger sacrifices/rituals it will be even better. This is still only a small sacrifice, but well executed.
>>
>>5100503
>>5100510
>>5100514
>+8 bonus scumbag XP, 29/50 XP

During your torture of the fanatic, the urge to lapse into instinct was powerful. The need to snap his spine over your knee, crush his manhood in your hands, and strike the head from his shoulders for no other reason than to prove you were mightier overwhelmed your psyche, but your pride was stronger and your pride endured. This man threatened to end your conquest in its cradle, shamed your former, perhaps future friend, and did it in the name of his noble god. “Noble” for no other reason than that it adheres to noble principles, but what are those good for? For the strong to protect the weak and be shackled by their needs? To fight for what is right and ignore what is their right? The nobility of the noble gods is nothing but the worst of sort treachery, lies that the liar themselves believes! No! You were born noble, you claimed your right to rule over the lives and deaths of the sad, pitiful commoners you came across, by blood and iron, and you were recognized!

The black stars aligned, you know this, in a spot in the exact position where you were in the exact condition to take advantage of them. To be there, sacrifice an infant at just the right moment, and so claim that dark power for your own. Though you do not see it, a crown of darkness made material lays on your head. Far better than any nobility, you bear The Authority and so you tortured the fanatic not to prove you were mightier, but to prove that you were godlier! Greater than Khadon! Greater than any other noble god to sit, watch you take what you will, and do nothing! In the moment of his death, you were as divine, and such was your malice, such was your spectre of dread, what remained of the warrior’s existence was defiled beyond what horrors the hands alone can make. This left an indelible stain on your soul. The next step on your march of corruption, but you’ve yet to reach its full potential and so must continue to walk.

In the instant of the fanatic’s death, you awaken to your surroundings. There is a pressure on your shoulders, too distant to truly feel, yet heavier than the corruption of the shrine by far. It is its opposite, a purity that strains comprehension. Your instinct to recoil is strong but you stay standing, grit your teeth, and spit on the corpse’s forehead. You feel a sense of scorn and no more of the weight. You shudder as the world around you seems to bend, growing hazy and strange. The corruption here is enormous, and as multifaceted as it is wretched. There are several presences now, five distinct feelings close at hand, and the remainder watching in caution or amusement.
>>
>>5101187
You look down in morbid fascination as the corruption in the air pools together, flooding the corpse and darkening your vision. There is a hideous sound, that of a knife grinding stone, and your vision returns. The warrior’s body has undergone what looks to be a century’s decay in a matter of seconds, the blood on your hands has turned black, and the symbol etched into its forehead has changed, returning to a perfect replica of the same sigil you saw when the black stars aligned. You look around you, the others in the camp are gone, hidden or cowering behind their trees, with the exception of the girl, who’s prostrated herself and is ignored. The feeling on your brow is back. Though the crown isn’t visible, you can feel a fraction of that same corruption. You claim it for your own. There is a dark solemnity.

>+5 bonus scumbag XP, 34/50 XP

The corruption fades and each presence you can sense has started to drift, but those nearby are still lingering. Among them is the old necromancer’s idol, but four more, some bolder, some more reserved. One faint and trembling, almost fragile, one silent and nearly as repulsing as it is alluring, one with a crazed and violent hunger for something more abstract than food, one familiar, sweet and skittering, and one bizarre, closer to a maze than a feeling. You can sense something touching your head, then recoiling as if burnt. Not in the same way as a man putting his hand onto a branding iron, but as one being slightly scalded by a sudden spark.

How do you choose to respond to these forces?

>Ignore them. You have no time for ghosts. If they want something from you can respond in person.
>Say something out loud. You don’t doubt they can hear you. You aren’t sure if they can speak back.
>Open yourself to them. Allow the toucher to do what it was trying to do earlier.
>Single out one specifically. Better to be focused than scattered. What do you want to do?
>Be blunt. If these are ignoble gods and they want you to use your power for them, you want something worth your time.
>>
>>5101189
A nod of respect, and then:
>>Be blunt. If these are ignoble gods and they want you to use your power for them, you want something worth your time.
>>
The Authority has given you a disproportionate amount of sway. If you weren't touched by the black stars, it would've taken numerous sacrifices to get the same response you did in the shrine, let alone to get a benefit from it. With your raw corruption, it's about a tenth as difficult as it normally would be to get a given entity's attention. That cuts both ways though. The Authority also doesn't give you any particular power over them, only leverage.

>>5100555
>>5100678
This was also the first sacrifice you've made for the ignoble gods, overall, or at all, and you rolled extremely high for it. This response to a sacrifice of this level is extremely unusual. I rolled a d8 to see how many took personal interest, and then rolled on the ignoble god chart to see which specifically.

>>5100947
>>5100948
I've just been busy with work and haven't gotten much sleep lately, so I went unconscious immediately instead of updating. There should be more frequently in the next few days.

>>5101096
There are several things that can make a sacrifice easier, specific tools, specific timeframe, tailored to a specific ignoble god, etc. But even brute force butchery is appreciated by most. The ignoble gods generally aren't picky.
>>
>>5101189
>Open yourself to them. Allow the toucher to do what it was trying to do earlier.
>Be blunt. If these are ignoble gods and they want you to use your power for them, you want something worth your time.

Let's see what happens. Hell, maybe we can fuck one of them (we can certainly dominate the fragile one).
>>
>>5101189
Supporting >>5101194

I'd single one out normally, but I think we should learn more about the ignoble gods first before picking one, or some to support, that is if we choose to support them at all rather than purely ourselves.
>>
>>5101198
Support
>>
>>5101189
>>Single out one specifically. Better to be focused than scattered. What do you want to do?
>>
>>5101198
+1

Might as well be open as well as blunt. They don't mean us harm, after all.
>>
>>5101198
+1
>>
Rolled 11, 41, 73, 57, 56 + 5 = 243 (5d100 + 5)

It's actually a metric fuckton busier than I was expecting today. I'll update when I can, at least twice today, but it'll pick up the pace later in the week.

>rolling for the ignoble god's reactions, +5 from your respectful nod. if it's higher than average they'll effectively be bidding
>they'll only be offended on a crit-fail
>on a crit-success... you'll see if you see
>the higher the roll, the better
>>
>>5101198
+1
>>
>>5101189
>Be blunt. If these are ignoble gods and they want you to use your power for them, you want something worth your time.
>>
>>5101266
Seems like the violent hunger is rather interested in us. Good, I like this one the most.
>>
>>5101194
>>5101198
>>5101202
>>5101213
>>5101222
>>5101254
>>5101267
>>5101336
>16, 46, 78, 62, 61

You release, opening your mind and bowing your head, a moment before you straighten it. There is silence and you speak. "If you are ignoble gods and want me to use my power for you, I want you to give something worth my time to me." The attention of the presences is caught, fixated on your voice, and a pinprick of each enters your mind. Now, you can hear voices to match with the feelings. The first is that of an ancient man, on the brink of death by age but there is a sinister weight beneath that reveals its weakness is a lie.

>Mortal, you are WEAK. You serve ME by YOUR deeds. Your ambition outpaces your power... Match them BOTH and I will find you once more.

The first presence leaves your mind and fades with the others. You sense the second and third are quiet, contemplating, when the fourth, which you recognize to be Sarintob or at least a messenger of some sort, makes itself heard. You wouldn't call the buzzing and clacking of mandibles to make words speech.

>HU-MAN...JOO-SEE...HUH-NEY... TASTE..?

You hesitate and hear a repetitive chittering sound.

>GIFT..!? GIFT..! KILL... SLOW...

You hear a gurgling noise, its namesake made by claws screeching on chitin, as it melts backward. You wouldn't know how else to describe it.

>SAR-IN-TOB..!

The feeling isn't gone, it lingers, staring at you and the dirt in front of your foot shuffles madly. A jar made of a strange material, like wax made solid pops out. There is a lid but you can see through it to spot that it's full of rich, yellow honey and a fat, rolly polly looking lump sitting near the bottom. You get a feeling in the back of your head. A sense that honey would be the best thing you've ever tasted and that you could make more by putting meat into the jar for the lump to eat, preferably raw and rotting. Your attention is disrupted by the fifth presence that doesn't speak. It gives you new memories, of a conversation that never happened.
>>
>>5101613
It introduced itself as YolunuloY, and explained that it wasn't interested in sacrifices or violence but the mysteries the noble gods keep secret in their hubris, and those who sought them out. YolunuloY doesn't demand worship or rituals, it only desires that you spend a little time each day thinking about things you don't know. The big questions, new ways to do things, parts of old things you might've overlooked. In exchange for attempting to know, YolunuloY will open your mind to new, strange ways of looking at things and teach you a few secrets of its own.

Next to the jar, the air unfolds like someone taking apart a puzzle to leave... You sense that the space in between is blurred for your own safety, but an object falls out, and the air folds back into place. You look down to see a perfectly mundane iron chain attached to a... something. You can't remember what it looks like or wrap your head around how it should, but it's there. You remember that if you wear around your neck and crush it in your moment of need, it will take you through unseen passageways and leave you somewhere safe in a moment. It arouses your curiosity. You reach down to take it but the third presence speaks. Its voice is desperate and furious, not to you but to something in the distance. It speaks slowly, deliberately, like a much faster and is trying to avoid any mishearing on your end.

>Mortal. I am honest. I do not care about you and I do not care about your future. I do care about what you are going to do and I know that you are going to kill many. I want to be a part of that. I know you want things. Wealth. Flesh. Power. I will not give you these things. I will trade these things to you. I will give you the means to trade.

A red-handled dagger in a sheath materializes in front of you in a blaze of hellfire. You reach and unsheath it, the blade is like glass but far sturdier, hooked near the tip and razor-sharp. The voice continues.

>Every mortal soul holds value. The more innocent the soul, the more powerful, and the more difficulty in obtaining it, the higher. If a mortal is slain by this dagger their soul will be bound to it. There is no limit to the amount of souls that can bound to it. I will take one per month. If there are none in the dagger, I will take it instead. If you desire to trade, cut the palm of your hand with the dagger and say my name. Loudly. Clearly. My name is Espurgat. In one business hour, I or one of my dealers will come to deal with you.

The voice gives you a moment to comprehend this and continues.
>>
>>5101614
>I will trade you anything but souls and the gifts that others can give. Everything has a price and everything that is worth having does not come cheap. I am willing to haggle. I look forward to doing business.

Espurgat fades. The second presence looks at you for a moment longer, as if wistful, and fades. Sarintob makes more noise.

>TOR-TURE..? GET... GIFTS... BYE-BYE.

The ignoble god melts away. You remember that YolunuloY has no stake in the others or their games. It wishes you well, hopes to teach you, and will be watching with great curiosity. It folds to somewhere you can't sense it. You sit, reeling from the raw power that's exposed itself to you for several minutes. Then you sense the second presence again, it never left. You reopen your mind and it enters. It, no, her voice, is very fascinating for some reason. You could listen to it for days but you force yourself to listen to what she's saying.

>I won't waste any time with introductions. My name is Uvbree, I'm associated with shadows, treachery, and the pleasures of the flesh by those who don't know any better. I find you interesting, Melvin, and for that reason I'm going to tell you what my peers didn't. Listen closely. That first voice you heard was Yjurelck, god of cripples, deformity, and old age. Don't take his honesty too personally. He wasn't always this way.
>>
>>5101616
You keep listening.

>Under no circumstances should you eat that jar of honey Sarintob gave you. It's too good for almost any mortal to restrain themselves. You'd become addicted to it and trapped in his grasp. Don't let this colour your perceptions of him. The effect isn't intentional and he genuinely doesn't understand why anyone wouldn't want to be addicted to his honey. He's very simpleminded and very friendly to those who share his interest in torture and respect insects. A real sweetheart, if you stretch the definition.

You stare down at the honey. It does look very tasty but you restrain yourself. The voice continues.

>That petty ancestor of your squeeze there's soul is drowning in honey as its flesh is slowly devoured and used to hatch a new batch of centipede fiends. It's in ecstasy. "Ecstasy" is a matter of perspective.

You aren't sure if the honey looks that tasty. Uvbree gives you a second to process this.

>YolunuloY didn't lie to you. It genuinely only wants to teach and if you let it, will genuinely broaden your horizons. It will also teach you some tricks that normally only stark raving madmen with a gift for sorcery are able to use. It will also drive you insane, by the human perception, simply because your mind must expand and become inhuman to reach its true potential. As far as YolunuloY is concerned.
>>
>>5101619
She moves on, very subtly pointing your attention to the dagger.

>Espurgat is a greater demon of envy who is fixated on the consumption of souls. He's convinced that if he eats enough, he'll ascend to true godhood. As far as the evidence goes, he is correct, and his deal is genuine. He will give you almost anything you desire for souls, but beware. Each soul that goes to the Soulfeaster is a soul that doesn't encourage your personal growth. Over time, he will ask more for less, and if you come to rely on him, he will render you too dependent on his deals to grow stronger on your own. Don't misinterpret this. By all means, have fun with the dagger and make deals that will last a lifetime, but don't come to see them as your primary method of empowerment. If something seems too easy to be true, it usually is.

You take all of this into consideration. The dagger feels slightly heavier now, somehow. Uvbree takes on a less serious tone.

>You've caused a bit of an upset downstairs. It's been centuries since the black stars last aligned on a mortal and much longer still on a powerless scoundrel. Most of us are waiting to see if you amount to anything. A few are taking a risk to get in on the ground floor. That little "sacrifice" of yours had an audience that hasn't been seen in a human generation. Don't fool yourself. Your soul is an item of great interest. It can and will be stolen if you don't keep it under lock and key.

The ignoble goddess waits and then whispers.

>I've given you a gift more valuable than anything else. Understanding. If you want more, and believe me, I can give you much more, sacrifice a beautiful virgin on a moonless night. Its sex doesn't matter but its age does. I'm not into the very young or the very old. You understand?

You nod your head and the wind contorts to brush against your cheek. Almost a kiss. You almost get excited. You should know better.

>Good boy. Toodaloo.
>>
>>5101625
The second presence leaves and you stagger to the ground. It feels like you've been running for days. Sarintob's honey jar, YolunuloY's safe warp stone, and Espurgat's dagger remain. You try to wrap your head around the sheer darkness you were exposed to moments ago. It's still lesser than the black stars. You see that the grass is dead, a tree's leaves have fallen out, and the warrior's corpse is now a skeleton. It crumbles to ash and then is not even that. Only the skull, with your symbol etched into its forehead, is intact. You think that was intentional.

You quickly decide what to do with the two prisoners.

>Let them live, for now. They may yet be useful.
>Force them both to fight, then kill the winner.
>Kill them both through slow torture of some kind
>Kill them both with Espurgat's dagger (1d6+3 damage, short, masterwork- roll twice, take the better damage)
>Force-feed them both Sarintob's honey
>Do something to only one, make the other watch. What do you want to do?
>>
Rolled 2 + 3 (1d6 + 3)

>>5101614
Okay, Gluttony, some knowledge god, and what would've probably been the patron of the Hell Knight.

>>5101616
I like these straightforward gods.

>>5101619
Maybe we can feed the honey to others.

>>5101627
>Torture one in front of the other, then kill the remaining person with the dagger.

That way we don't have to worry about killing someone to maintain the dagger this month in case we get injured and have to stick around camp recovering for a long time.
>>
>>5101627
Kill one with the dagger, then feed the other the honey. We can basically make him our slave if we keep promising more money to do things for us. I think the one we feed should be the one who told us about the secret stash in the wagon.
>>
>>5101711
>feed the fatman
>not the fit guard
>>
>>5101627
>Kill them both with Espurgat's dagger (1d6+3 damage, short, masterwork- roll twice, take the better damage)
He said someone would be coming in an hour, so we'd best not be empty-handed.
>>
Rolled 1 + 3 (1d6 + 3)

>>5101680
>>5101734
>>
>>5101680
There were five patrons you would've been able to choose between, but he was definitely the most versatile and "transactional" choice.

>>5101734
The last two sentences should be switched. He meant one hour after the minor ritual.
>>
>>5101627
>Kill them both with Espurgat's dagger

Take it while we can
>>
>>5101627

Shit, this is actually a tough choice between the ignoble gods. Great work, OP.

One question - are these deals exclusive? Do we get only one of these items after an hour passes?
>>
>>5101762
No, they're not exclusive. They're a "starter," effectively trying to entice you into working for them over the others. If you weren't touched by the black stars, they would've demanded a choice and getting the attention of a single ignoble god for a minute would have (and has) taken evildoers hundreds of sacrifices to get. The items are yours. Getting more will take work, and may or may not narrow down your future options depending on how far into one, or more, you go. Normally Espurgat demands a prospective follower's soul before he gives them a soul-taking blade, but your soul is valuable and he wanted it enough not to push too far. Sarintob gives honey out almost for free, though he values it immensely, and YolunuloY doesn't normally give items to the unenlightened who can't make them themselves but saw an opportunity that might or might not be there. It occurs to you that you remembered the safe warp stone's name when you saw it.
>>
>>5101627
>Force them both to fight, then kill the winner, let him choose between honey or the dagger.
>Torture the loser, and either let him live or commit another sacrifice.

I guess that we're going on that raid soonish. I suggest that when we kill and drop the body down the well, we force feed him the honey, then kill him with the dagger, and have the rotten body produce more honey to poison the town with. Might be interesting or a nothingburger. We should totally have Sadie go into town and scout for eligible virgins to sacrifice before we start fucking the town over.
>>
>>5101627

Feed the fat merchant the honey and kill the other with Espurgat's dagger.

I think we should get a clearer sense of the honey's addictive power and the merchant is probably more useful. I'm guessing that he has contacts across the region and more importantly, has a bead on who is who locally.

We should try to feed honey to a paladin.
>>
So from my take on the ignoble gods it seems like Uvbree and YolunuloY are the two which will help our personal growth most long term.
Sarintob is chill and we mesh given our inclination to torture but is too simple minded to get creatively evil with and will likely just turn us into a blissful brood hive on accident/purpose if we dedicate ourselves to him, honey is good for slaves though so maybe an auxiliary/passive focus.
Espurgat is a Jew merchant of souls that’ll try to cuck us into his deals and we likely won’t get personal evil exp when we get souls for him and he explicitly wants our soul and it’s possible, according to Uvbree, that our soul could just straight up get snatched so powering up that fucker is no bueno in the long term (but short term has utility, also I’m assuming us keeping our evil soul is more beneficial than being soulless).
Yjurelck spurned us a gift so fuck him for the time being, maybe as we age or create legions of cripples he’ll be important but for now literal shit tier.
Uvbree has given us the best starter gift by far of understanding of the ignoble gods, and will likely allow us to gain deeper understanding of the black stars aligning and thus maybe our own authority, however by her own admission she represents treachery so it’ll be expected if not guaranteed she’ll turn on us at some point and fuck us over so I’d recommend making her a secondary focus.
YolunuloY is who I’d say we focus our efforts towards in the future, it doesn’t want anything other than us getting more knowledge, especially forbidden knowledge and since we’re learning to read and have a book/diary on necromancy we’re doing that anyway and it also benefits us alongside it, plus it gave us a pretty good gift and will let us do mage shit with dedication, trade off is that it’s knowledge will fuck with our sanity but honestly we’re traipsing round with an orc carving arcane sigils into the skulls of infants, most would consider us pretty batshit from the off so leaning into it wouldn’t hurt.
>>
>>5101680
>>5101711
>>5101720
>>5101734
>>5101756
>>5101787
>>5101809
If this honey is truly is so addictive, feeding it to someone and making them dependent on you to get any more could make them a slave in all but name, and if they were desperate enough not even that. An extremely useful tool. You take Espurgat's dagger. It feels fantastic in your hands, a weapon only a lifelong smith could forge and not on any regular basis. The material as well... so sharp and transparent, it's unnatural.

You want to test them both, but first... You take the safe warp stone. It goes into your pocket. You aren't sure you trust it enough to go around your neck. The captives, the men and the boy, have started to come out from behind their trees. You walk over to the guard and slit his throat without warning. The wagon driver staggers back, clinging to the rope, and begging without speech. You look down at the gurgling soon-to-be corpse's ruined neck. The blood flows out normally, he dies normally, and you get an unnormal feeling of his last breath entering into the blade. You look at the tip. The blood is dripping away from it, as if repulsed to touch. You hammer it into the man's shoulder, rip and tear it back out. The hook is blazing with malice, the blood on it too is drained, staining the pristine blade ever so slightly. Is that how you can tell how many souls are in the dagger? His soul is in the dagger, isn't it? Where else would it be? You felt it, of course it is!

>+1 Soul (Espurgat's Dagger)

Killing a trained combatant over a worthless eater feels slightly wrong but the wagon driver may know things, routes, contacts, that a simple guard wouldn't have. Besides, if this honey is addictive you can have another warrior fighting for you easily enough. You approach the fat man, sheathing the blade. He weeps in relief and then watches, horrified as you take a wooden spoon from the tent. You know that all of the ignoble gods' speech was in your head, so he can't possibly know the honey's true nature, but the jar's material and your wanting to feed it to him two seconds after using a demonic dagger to murder a man must lets him put two and two together.

You pop the lid and watch as the lump inside swims to the bottom with dozens of tiny, grasping legs. It's almost cute, in a way, but the smell coming from the honey... It's amazing. Like sweetened butter, jellied candies, and every pastry you've ever smelt and wished you could've eaten, all together in a single jar. It could be yours. The ignoble god gave it to you and you have the spoon right here. It would be so easy, to take it to your lips and have just a taste. NO! You snap out of it. You are not eating the honey. No matter good it smells or how beautiful the sheen on it is. The fat man certainly is, though.
>>
Rolled 18 (1d20)

>>5101902
You dip the spoon in, stir it around, and take out a heavy dollop. He stares at it, curious and confused and having a personal crisis of the will-to-live wrestling the will-to-consume. "Open up piggy." The wagon driver shakes his head. "N-No... It's not natura-" SLAM! You've kicked him in the stomach and he doubles over, gasping, and you force the spoon into his mouth, almost choking him on it.

>he must roll 17 or higher on a flat 1d20 to avoid Honey Addiction
>>
>>5101903
He chews, swallowing, and gasps as you pull back the spoon. He looks you in the eye, and back at the jar, and then vomits. All over himself and his rolls of fat and the ground before him. You stare at the man and he looks at the vomit, with the honey still glistening, and groans. "I-I'm sorry, it was just so GOOD but I didn't mean to-" He vomits again, weeping, and his body almost contorts in on itself as his stomach heaves, purging the slightest trace of Sarintob's gift. You look down at the spoon, still sticky, and then to him.

You wait for him to stop vomiting and ask. "How did it taste?" The fat man's lips smack together as he shuffles and squirms, his entire body straining to get away from the jar even as the look in his eyes says he wants nothing more than to have another taste. "... L-Like I were parched for days and a river of angels poured into my mouth." You look at the spoon and to him. All of that, over a single spoonful? "Do you want another taste?" The wagon driver looks and shakes his head so rapidly you're almost concerned for his safety. "NO! NO! NOBLE GODS NO! PLEASE, NOOO! NO! NO! NO!" You can see he's nearly having a seizure next to the tree there. You look at the honey jar. Damn. It's that good?

What should you do with the man?

>Force-feed him some more from the spoon.
>Force-feed him the entire jar in one sitting.
>Let him sit, but know that he only has to ask.
>Let him sit, you'll starve him until he begs for more.
>>
>>5101908

>Force-feed him the entire jar in one sitting.

We don't really need him for anything and we can easily make more honey if we need some.

Plus, no honey means no temptation.
I don't really want Groshnak, Sadie or ignoble gods forbid Melvin to become a junky.
>>
>>5101908
>Let him sit, but know that he only has to ask.

Frankly, that's impressive. Now, to celebrate our communion with the ignoble gods!

After we crawl out of Sadie, we should looking into kidnapping and raiding the surrounding area while the orc rests and the thief sets traps, with some light reading and conversing/fucking Sadie in between. Maybe we'll even stumble on a wolfpack to use our Authority on.
>>
>>5101918
>>5101919
Edited the post to reflect the fact that you're now wearing the clothes he would've vomited on otherwise. He doesn't have a shirt.
>>
>>5101911
>Let him sit, but know that he only has to ask.
I don't think we'll need the honey to get him to do things for us.
>>
>>5101911
>Let him sit, but know that he only has to ask

Fuck Sadie, learn to read a little more and tell her what we experienced as pillow-talk, then rest for a bit. Afterwards, question the merchant and scout the surrounding area for somewhere to do a slave raid.

Bradly-speaking: support for >>5101919
>>
>That petty ancestor of your squeeze there's soul is drowning in honey as its flesh is slowly devoured and used to hatch a new batch of centipede fiends. It's in ecstasy. "Ecstasy" is a matter of perspective.

What does this mean?
>>
>>5101939
Sadie's necromancer got hooked on the honey is what it sounds like.

>>5101911
>>Let him sit, but know that he only has to ask.
After that, quiz him on what he knows and talk to Neilson about what sounds like a good score. Let Groshnak heal up since he's at something like 7/41 hp.
>>
>>5101939
Uvbree told you that the soul of the Sarintob-worshiping necromancer who dug the crypt, Sadie's ancestor, is currently being drowned in honey and eaten from the inside out to hatch centipede fiends.
>>
>>5101911
>>Force-feed him the entire jar in one sitting.
>>
Rolled 13 + 2 (1d20 + 2)

>>5101919
>>5101937
>>5101938
>>5101949
"Very well but remember- you only have to ask." The wagon driver stares at you, his mouth salivating, as you tap the spoon dry on the inside of the jar, then stick it into a rag that you tie and set under the wax. The last thing you need is any misunderstanding that the honey is not to be eaten. Now that the sacrifice business is taken care of, the first thing you need to do is celebrate. Sadie is still bowing in the direction of the skull. You shove your fingers through its sockets for ease of carrying, grab her by the hair, and make straight for the tent.

About an hour later, she's still staring at the skull's forehead and you mutter, laying on top of her. "...and that's what she said to me." She squirms, panting a little, and gasps. "I've never felt anything like that." You smirk and grab her ass. "No, I meant the- the-" "The ignoble gods?" "The raw power. In all of my reading, it said that years of devotion and sacrifice were needed to receive a visitation, but you simply-" "Sacrificed one man." "But that got their attention so readily! How!?!" You shrug. "The black stars chose me, simple as. Besides, you've read about it, you should know." The girl shakes her head. "You probably know more than the ones that wrote the books." You're curious. "What do you know? About the ignoble gods?" The girl pauses for a moment.

>rolling 1d20+2 for Sadie's preexisting occult knowledge, she's somewhat well-read
>>
Rolled 20 + 2 (1d20 + 2)

>>5102001
>>
>>5102020
Welp, I did it.
>>
>>5102020
nice
>>
>>5102001
"... Not much. Only a couple of names. Qosturl, the ignoble god of havoc, charity, and murder, Xanulluch- "the Empty," and of course, Sarintob." You wiggle your hips. "Havoc, CHARITY, and murder?" She goes still for a moment. "S-Supposedly. I learned from a history book, written by a scribe of the..." her voice takes on a hateful tone. "...Paladins. It went into no true detail. It of course said it was "false" charity but can they be trusted to be impartial?" You think. "True. What did it mean by Empty?" The girl shuffles her back. "I... I don't know. Maybe you could find out?" You contemplate for a moment. Maybe you could.

>>5102020
"Are you sure that's the only knowledge you have?" She tenses, as if nervous. "Well... I've *heard* about one. Usually the butt of foul jokes. I'm not even sure they're real." You're curious. "What is its name?" The girl sighs and speaks. "Zodom." You ask. "Zodom?" She nods. "Y-Yes... the ignoble "god" of perversion, depicted as a pale, balding, leering man with misshapen arms. Supposedly, he feeds on, and I quote- "every act of extramarital sex not done for the sake of procreation or in another god's name." It's likely best to forget all abou-" Now you're curious. "Every act?" Sadie's shoulders bunch up. "...A-A-Allegedly, his name is the source of the word Zodomy. His followers are known as Zodomites and gather in secret to perform horrible rites. That's- that's all I know." You think. Is that a running joke among the nobles or is it an actual god? She sounded nervous talking about it but that could mean anything. She was dismissive of the thought too, but, you get the feeling she wasn't telling a lie. There's the strangest sense that...

Maybe that can wait. "What about the diary?" The girl tenses with relief and rolls over. She presses her lips to your ears, waits a second, and whispers. "I learned something." Your stomach bottoms out from excitement. "WHAT? WHAT DID YOU LEARN?" She wraps her legs around you and whispers. "Two things, really. The first was the first thing my ancestor wrote. The black meditation. Necessary to "channel" the forces of death, according to him, but the second... well, I haven't tested it yet, but I've learned the incantation... Let me tell you."

>Sadie has reached Level 1!

>roll 1d4 for extra HP
>roll 1d2+1 for daily spells

>Choose 1 necromancy spell:

>Disrupt Undead: This spell causes Xd4 damage to a single undead, where X is the caster's Necromancer Level, if the caster can pass a difficulty check based on the undead
>Raise Fresh Corpse: This spell creates 1 Crude Zombie. It is under the control of no-one, including the caster, and will seek out the living with murderous hate.
>Ghost Sound: This spell allows the restless dead to make themselves heard, screeching, moaning, or staying silent, depending on their nature and if there are any present.
>Draining Touch: This spell drains the victim's vitality, giving them a -1d4 penalty to their next roll.
>>
Rolled 2 (1d4)

>>5102033
Raise Fresh Corpse; seems like the most immediately useful.
>>
Rolled 2 (1d4)

>>5102033
>Ghost Sound: This spell allows the restless dead to make themselves heard, screeching, moaning, or staying silent, depending on their nature and if there are any present.
>>
>>5102035 >>5102036
I would have gone with Raise fresh corpse as well if it wasn't for the fact that it uncontrolled and will attack anyone
>>
>>5102041
We can use it so sow chaos and odds are we will get control as she levels. At least that's my thinking.
>>
>>5102033
>Raise Fresh Corpse
We can still deploy them strategically, anons.
>>
>>5102033
>>Draining Touch: This spell drains the victim's vitality, giving them a -1d4 penalty to their next roll.

This should help us in combat
>>
File: Zodom.jpg (53 KB, 700x850)
53 KB
53 KB JPG
>>5102020
>>5102021
>>5102026
I've thought about it some more and it's occurred to me, while I did roll for Sadie's knowledge because I reasoned it wasn't an action from Melvin, there's no reason to have done so because there was a preexisting precedent for the opposite in >>5095037. That was also a crit-success, which is unreasonable to have rewarded with the knowledge of Zodom alone, a gag deity on two levels, the incestuous reference to der coomer and the Z at the start replacing the S in sodomy and its derivatives, which sounds pleasantly retarded while still sounding the same but encompassing every kind of general sexual deviancy under the aggregate term, just because I already had the update written but couldn't leave a first-post crit-success on a one-time roll to lie unanswered. I'll say that from the crit-success and her obsession with uncovering the secrets of the ignoble gods, she should be aware of as much of the ignoble gods as possible given her previous circumstances. Being a noble in a kingdom openly policed by Paladins, that isn't much, but it's more than an illiterate commoner would've had.

Give me a 1d4, and then that many 1d30. The other two, Qosturl, Xanulluch, and Zodom/Sarintob already count, otherwise that would've been a 1d6.
>>
Rolled 2 (1d4)

>>5102064
>>
Rolled 4 (1d30)

>>5102064
Need one more of these. Someone also still needs to roll her daily spells.
>>
Rolled 2, 4 = 6 (2d30)

>>5102064
>>
>Raise Fresh Corpse: This spell creates 1 Crude Zombie. It is under the control of no-one, including the caster, and will seek out the living with murderous hate.
>>
>>5102073
>>
>>5102033
>Raise Fresh Corpse: This spell creates 1 Crude Zombie. It is under the control of no-one, including the caster, and will seek out the living with murderous hate.

It'll be interesting to see if our Authority can control or direct it. Either way, this is glorious news that deserves a good pounding.
>>
Rolled 1 + 1 (1d2 + 1)

>>
>>5102068
>>5102073
>>5102077
In addition to Qosturl, Xanulluch, and Zodom, Sadie informed you of Uzzen, the ignoble god of petty crime, sloth, and limbo- supposedly considered the "noblest" of the ignoble gods by Paladins for his laziness and the low-impact of his minions, and Ag'thudur, the ignoble god of... according to the documents... hatred, agony, heresy, and arson, largely defined by a mindless hatred for all that is noble. All of this she says took a great deal of time digging through manuscripts she officially shouldn't have had access to without a priest's vestments.

>>5102035
>>5102036
>>5102041
>>5102049
>>5102078
>>5102090
>>5102093
Sadie has finally learned a measure of usefulness to call her own. Now, she can earn her keep with something besides her literacy and general willingness to share her tent with the man that gleefully ordered her righteous brother murdered in hot-blood.

>Sadie is now a Level 1 Necromancer (Cemetery-Stalker)
>She has 8/8 HP, 2/2 spells per day, and has 0/20 XP needed to reach Level 2
>She has no combat skill whatsoever.
>She knows 2 spells:
>Black Meditation: By clearing her mind and attempting to channel the lower resonances, she's able to meditate and restore her spells per day. This requires at least 1 hour, and does not count as a spell itself when cast.
>Raise Fresh Corpse: By muttering a short chant in a ritualistic tongue and contorting the fingers on one hand into an upraised claw for roughly ten seconds, she can force 1 corpse to awaken as a Crude Zombie. This Crude Zombie is hostile to every living thing and will pursue them with unholy hunger, possibly starting with the caster.
>She has a Dodge of 8, enemies need to roll 8 or higher to hit. Each time she's hit in 1 turn Dodge drops by 1d4 and resets at the start of each turn.
>She has a Toughness of 0, enemies do full damage when hit unless they hit armor.
>>
>>5102112
In the future, she will amount to much more than her current meager skills. You look forward to this, but as you sleep and awaken the next day, you need to determine a plan. According to Neilson, if his boss in the black dyad is going to arrive at all, it will be either sometime in the tail end of the next three days or during the week after that, which is, incidentally, when Sadie predicted a search party of Paladins would arrive to search for the necromancer's crypt. If you were still here when the Paladins arrived, there could be severe dangers involved. At the same time, contacting the black dyad could yield great rewards.

How long do you want to wait for Neilson's boss?

>As long as it takes. Even if you have to hide from a crusade, you'll be waiting for the slightest sign a mafioso is on the road.
>One full week. You're running some risk of being near Dalhurst at the same time as the Paladins but you accepted that risk was part of an outlaw's life long ago.
>Three days. No more, no less, if you don't have to gamble you aren't going to, and if Neilson's upset by this you can remind him of your earlier arrangements.
>Not at all. You've gotten almost everything you wanted here. The thief is far too useful to risk parting with. You're leaving tonight. (can't plan a schedule with this)

If you decided not to leave immediately, what do you want to do during each day of the wait? Remember the time-skipping rules here >>5088296, although meditating on what you don't know for YolunuloY and praying to any ignoble god you know of, or the ignoble gods as a whole, or to yourself for that matter, are also possible. The fat man is also a serious risk to send out of camp but if intimidated much more or "made loyal" by other means, the risk is massively lowered.
>>
>>5102113
>One full week. You're running some risk of being near Dalhurst at the same time as the Paladins but you accepted that risk was part of an outlaw's life long ago.

>Meditating on what you don't know for YolunuloY and praying to us
>Scouting for victims and opportunities for ignoble deeds.
>Learning how to read and conversing with Neilson and the boy
>Raid the village for slaves and loot, and throw a body down the well along with some honey, see if we can't spread some addiction and chaos with our mischief.

The Orc only gets to rest the full week, Neilson and Sadie should converse and see what else can be done to make this crypt a living hell for the paladins, and our slave does the camp's chores.
>>
>>5102113
I'm good with up to a week, but if pressed would say no more than three days.

I say we send Neilson back to the crypt to put the finishing touches on our presents for the Paladins (and perhaps look around for a convenient bolder to lock them in with). Sadie should split her time between the diary and teaching the kid (and perhaps us) to read and Groshnak should rest to recover his health and scout/patrol when he's not. Melvin should start by quizzing the wagon driver on whatever useful things he knows and scouting around town/camp for juicy targets; we should spend a little time meditating, too, and trying to figure out how to learn more about the unnoble gods.

Since we can feed the honey to people, I have to wonder whether or not putting a significant amount of it in the well would have any... interesting effects. Same with potentially stealing books and other useful materials from the temple, smith, and the best way to unleash crude zombies on the towns people. I don't want to do the last until we're on our way out of Dalhurst and potentially not at all, since they might be seen as a more immediate threat than a long-abandoned crypt.
>>
>>5102113
>One full week. You're running some risk of being near Dalhurst at the same time as the Paladins but you accepted that risk was part of an outlaw's life long ago.

We'd better lay low for now, don't want to give the paladins too much reason to look for us. That said we can definitely do some things.
>Meditate on what you don't know for YolunuloY
>Learn how to read and conversing with Neilson and the boy.
> We can even have the boy go into town and deposit some honey at the temple as a small tribute to the paladins, assuming it isn't obviously evil
>>
>>5102113
>Three days. No more, no less, if you don't have to gamble you aren't going to, and if Neilson's upset by this you can remind him of your earlier arrangements.
Force feed two small spoons of honey to the fat sack and kick him in the ribs. We are in charge and he obeys, just for clarify his mind. Today we should move our camp a bit more in the wild, not by much but enough to be less near roads or civilized places.

>If you decided not to leave immediately, what do you want to do during each day of the wait? x

1 day
- Us+Groshnak morning+noon train combat, afternoon+evening train reading
- Groshnak+Boy afternoon+evening help Sadie craft a necromancer staff out of the bones of the dead we killed and the crypt ones.
- Boy morning+noon helps Nelson
- Sadie morning+noon helps Nelson
- Nelson full day working in the Crypt for the traps

2 day
- Nelson scouts for a farm or other weaklings places to raid
- We prepare for raid it and then do so. After that rest. We attack it with Us, Nelson, Groshnak, Sadie and boy. Beat the fatso before going.

3 day
- Groshnak patrols the camp and keeps an eye on the fat, and anyone else we have captured.
- Send in the morning Sadie, to the town. What she need to do is simple listen, observe and memorize. How many people ? How many guards ? What patrols they do ? ecc ... and small talk with anyone that look like a virgin for confirm it.
- Morning, noon, afternoon is preparing for going to town for the rest of us
- Evening we go inside the town. Us, Nelson, Sadie and boy. We will kill guards if they are in our way, but we are here for drop corpses in the wells, capture any virgins (if Sadie has found any in the morning) and maybe loot again the smith forge
>>
>>5102113
>>Three days. No more, no less, if you don't have to gamble you aren't going to, and if Neilson's upset by this you can remind him of your earlier arrangements.
>>
Rolled 75, 28 = 103 (2d100)

>>
Rolled 6 + 3 (1d7 + 3)

>>5102426
>>
Rolled 2, 4 + 4 = 10 (2d7 + 4)

>>5102427
>>
Rolled 6, 88, 42 = 136 (3d100)

>>5102121
>>5102123
>>5102124
>>5102136
>>5102141
You decide that you'll wait until the end of this week, as planned, and one full week after that but if pressed you'll leave after three days. You've spent too long waiting to leave when what you've wanted all along is so nearly in your reach.

You are going to divide your time between meditating in the morning and noon, and learning to read in the afternoon and evening.

The boy is going to divide his time between learning orcish during the morning and noon and learning to read with you during the afternoon and evening. Once you and Sadie are otherwise busy, he's going to focus fully on orcish.

Neilson is going to focus on trapping the crypt into something as close to lethal as he can make it. Once the crypt is trapped to hell and back, if he has time, he'll scout for additional targets.

Sadie is going to divide her time between studying the diary and teaching you and the boy how to read. Once you start watching for the boss, she's going to scout the town for virgins and choice targets instead of teaching you to read.

Groshnak is going to rest and recover from his wound. There isn't too much else you can ask him to do for now.

The fat man will be doing chores and being grateful that he's alive.

After a few days, you're going to skip on meditation to watch the road for the boss, as Neilson is busy and it's the least urgent, though perhaps not unimportant, task you can leave unattended. You don't want him to arrive, sit for three days, and turn back because you expected him to fall into your lap. You need to make a decision. Sadie wants to know-

Should the orc be given medicine to help him recover faster?

>Yes, that's what the medicine is there for and he can't regain his honor on a pierced midsection.
>No, medicine is for minions, not cowards, and the orc should be grateful he wasn't mutilated for his weakness.

When you've figured this out, you turn your attention to the tasks you've set.

>roll three 3d2 to meditate
>roll two 3d2 to Train (Read)
>roll 12,16,20 or higher on three 1d20+4 to trap the crypt further, best of two on each, applying expertise bonus
>roll three 3d2 for Sadie to Study (Necromancer)
>>
Rolled 1, 1, 2, 2, 1, 1, 1, 1, 2 = 12 (9d2)

>>5102436
Rolling for meditations.
>>
Rolled 2, 2, 1 = 5 (3d2)

>>5102436
>No, medicine is for minions, not cowards, and the orc should be grateful he wasn't mutilated for his weakness.
>>
Rolled 9 (1d20)

>>5102436
Now rolling the first trap roll.
>Yes, that's what the medicine is there for and he can't regain his honor on a pierced midsection.
We need the Orc to be healthy for the raid.
>>
>>5102436
>Yes, that's what the medicine is there for and he can't regain his honor on a pierced midsection.
>>
Rolled 20 (1d20)

>>5102444
Rereading the trap attempt, we get 3 Bo2 each attempt, so I'll round out this Bo2 here.
>>
Rolled 1, 1, 1, 2, 1, 2 = 8 (6d2)

>>5102436
>>
>>5102436
>>No, medicine is for minions, not cowards, and the orc should be grateful he wasn't mutilated for his weakness.
>>
Rolled 2, 1, 1, 2, 2, 1, 2, 2, 1 = 14 (9d2)

>>5102436
Rolling for Sadie Study
>>
Rolled 11, 20 = 31 (2d20)

>>5102436
2nd trap Bo2. If no one is gonna roll for the 3rd Bo2 in 15 mins, I'll roll it again.
>>
Rolled 6, 15 = 21 (2d20)

>>5102436
3rd Trap Bo2. I've been think that it might be fun to slather some honey on all these traps, force it into the paladins so that if they live they become addicted to the honey of the ignoble gods.
>>
For Sadie. First time rolling dice hope I did it right
>>
>>5102530
RIP virgin roll.

You put 'dice+3d2' in the Options section.
>>
Rolled 1, 1, 2 = 4 (3d2)

>>5102436
>>
>Yes, that's what the medicine is there for and he can't regain his honor on a pierced midsection.
>>
>>5102436
>No, medicine is for closers
>>
>>5102436
>Yes, that's what the medicine is there for and he can't regain his honor on a pierced midsection.
>>
>>5102436

>Yes, that's what the medicine is there for and he can't regain his honor on a pierced midsection.

While we can and should punish Groshnak, its all about the mental game. It's a poor craftsman that (damages) his tools.
>>
>>5102436
>Yes, that's what the medicine is there for and he can't regain his honor on a pierced midsection.
This is more insulting than not giving him medicine.
>>
>>5102436
>Yes, that's what the medicine is there for and he can't regain his honor on a pierced midsection.
lets not be unreasonable
>>
>>5102436
>>Yes, that's what the medicine is there for and he can't regain his honor on a pierced midsection.
We don't seem to be missing any dice, so welp.
>>
>>5102987
I was hoping for a quick update. Had I known that he was otherwise busy, I would've left some of the rolls to other anons (though I can't really complain with the duo nat 20 crits and that 19 for the trap rolls, those are basically two dead paladins and one crippled for life there).
>>
>>5102987
>>5103043
That's a lot of rolls from one poster. No problem, should've mentioned I was busy with work. Will be less much now for the next two days.
>>
>>5102441
>>5102442
>>5102444
>>5102455
>>5102469
>>5102473
>>5102474
>>5102475
>>5102497
>>5102509
>>5102550
>>5102579
>>5102589
>>5102659
>>5102738
>>5102846
>>5102966
>>5102987
You took the memory of your conversation with YolunuloY to heart. The advice of Uvbree echoes in your mind, “insane by the human perception,” yes, but the smallminded fools already consider you mad for seeing the truth they are too cowed to understand. What difference does it make if their empty accusations gain a measure of weight when you could gain the power to shatter their skulls with a word? Desecrate a temple with a glance! Sorcery, yes! A tremendous boon, aided by the knowledge of the ignoble gods, not freely given to you, but taught by a tutor who resides at the very edge of your consciousness. This safe warp stone is a boon not readily given to the uninitiated but you are no initiate, you were invited, and so you will take your time to delve the mysteries within the mind. At the crack of dawn, you cross your legs into a sagelike pose, close your eyes, and realize that meditating is boring as fuck. How does anyone manage to do this for longer than five minutes?

Let alone days on end. The ignoble god did tell you not to passively clear your head, but to think, at least, and so you try your best at that. You contemplate the struggles when your adventures began, the joy of taking vengeance and losing your virginity in a single night, the memories of meeting the orc for the first time, the ambitions you’ve planned to overthrow the kingdom, and more. YolunuloY doesn’t want that, though, it wants you to think about what you don’t know and so you do. For hours. assfor new angles in things, getting the sense that something is pointing out details that you missed, and they don’t seem to be related whatsoever at first but then something hits you. The same, sickening pattern is present in every memory, in some way, shape, or form.

>[Twelve/Ten] Enlightenment
>You’ve begun to comprehend a secret truth

What did you notice?

>The twitching. Every tiny part of every little thing, whenever it moves, twitches. The bodies of everyone are full of tiny twitching muscles that must be controlled by tinier, twitching fibers. It’s twitching all the way down. Seizing. Pulsing. Coiling. Every second of every day. Nothing seems still anymore. You see the veins in Sadie’s neck, they twitch. The grass outside of the tent, it twitches. The sword in your hand, twitches.
>The shapelessness. It never stops. There’s a surreal sort of depravity embedded into everywhere you look. You instinctually expect and crave a set of static forms to identify what you see with but have slowly, painfully forced yourself to realize that this is fundamentally impossible. You look at your finger. It isn’t a finger shape, there’s no such thing, yet you recognize it as one. The imagery doesn’t make any sense.
>>
>>5103136
Later on during the day, you study alongside the boy. It’s almost bizarre to see but he’s making progress at many times the speed that you are. Soon, he’ll be able to read sentences and write proper words. He can already spell his name, something Sadie praises him for. You still haven’t gotten your hand to make the “M” in the way that you want it to, without being so squiggly, and the rudiments of the alphabet eludes your understanding.

>+8 XP, 12/100 XP to Basic Literacy

Sadie is pleased to tell you that she’s made proper progress on the study of her ancestor’s diary. Far better than last week, even, it’s like she broke an intellectual barrier and was able to study without the restraints of a noble upbringing. She’ll have results soon, she’s pleased to tell you.

>(Sadie) +14 XP, 14/20 XP to Level 2

In the back of your mind, you think that part of the reason you want to read is so that you, too, can study the diary and take its secrets for yourself, but do you truly need to? Why not leave the secrets to the necromancer? Why not trade for something like it from the “glass” dagger’s true owner? Why not beat your sword into a fucking ploughshare? To hell with necromancer and to hell with the soul-trade, you want to read because you want to read! You need no excuse. The nobles are no better than you for crawling out of the right whore, their noble gods are no higher for all of their temples, and the commoners that live in “peace” and “prosperity” below their boot are certainly no greater, but if you have your way, at the very least none of them will be able to say that you can’t read.
>>
>>5103138
>20+4, 20+4, 15+4 vs 12,16,20
>CRITICAL SUCCESS x2
>GREAT SUCCESS

Over at the crypt, Neilson does excellent work. You’re pleased to hear that he managed to hide a militia spear trap under Wilson’s fresh, mutilated corpse, and a handful of others besides. A wire snare to catch around the neck when one crouches to disarm a false trap and synch tight, an already unstable portion of the ceiling rigged to fall in when one moves a rotten corpse that’s had its ankle tied to a loadbearing stone, a dozen pithy little darts and caltrops laced with feces (for its religious impurities) and, at his request, a lump of honey stored in a jar next to old, less rotten than would be expected, rations in a sack just in the entryway, as if left there while someone went deeper into the crypt. That honey. The other jar went into a crude but difficult to disarm shattering trap, next to a couple of others in and around the jar-pantry and the inner sanctum. And yes, he found a boulder. No mountain, but a tremendous chunk of stone it would take five men to move. Thankfully you have an orc, and Groshnak is able to get it into position, covered by brush, in front of the hatch, designed to roll from the top of the hill right over the top when it’s pulled shut. You don’t know of anyone, Paladin or not, strong enough to move a stone of that size while holding onto an already rotting ladder.

This should, at the very least, be a headache for anyone trying to get through the crypt. On the upside, there aren’t any moving corpses down there. The traps though, are recently set and anyone with any amount of expertise could determine that. This would confirm that someone suspected that the Paladins or someone else was coming and went through a great deal of time and effort to make things as miserable as possible for them, for no reason but spite. These traps aren’t protecting anything. There are no secrets left in the crypt. Any treasure has already been stolen. Any monsters, already slain. The only reason for the existence of these traps is pain.

They’ll realize that, too, and it helps you sleep at night.
>>
>>5103136
>The twitching. Every tiny part of every little thing, whenever it moves, twitches. The bodies of everyone are full of tiny twitching muscles that must be controlled by tinier, twitching fibers. It’s twitching all the way down. Seizing. Pulsing. Coiling. Every second of every day. Nothing seems still anymore. You see the veins in Sadie’s neck, they twitch. The grass outside of the tent, it twitches. The sword in your hand, twitches.
>>
>>5103140
After that’s done, the two of them, the girl and the thief, who you’re starting to like more and more every time you ask him to do something, are hard at work scouting two different regions. The town of Dalhurst itself and the mostly hilly, rarely tree-filled plains surrounding it. Sadie has her work cut out for her, because she’s not exactly looking for anything that can be stolen without some ruckus. Even asking about her target is a major social taboo, but she’s guileful and subtle and very, very friendly. After some searching, she narrows down three possible candidates. Young, beautiful people are already not very common, virgins moreso, and males that fit the same so hard to find the search would be impossible but there are a couple of candidates and a few promising leads. The little shop’s owner has a daughter, apparently, very shy and very marriageable, his words, not hers, who helps out in the back. She managed to tail an above average, modest girl to her home on the edge of town and get invited in for dinner with her family. Last, she says she encountered a man with a cute nose who could barely look in her direction and almost fled to the temple, a regular helper there, when she forced the slightest eye-contact. She’s confident he’s never so much as kissed a childhood sweetheart. The girl couldn’t dig any deeper without encouraging suspicion but you thank her for her efforts.

Neilson is extremely anxious to confess to you that he hasn’t found anything else of interest. There’s the farmstead of around six working men, one with a crossbow, that he mentioned and two modest family homes further afield, but they’d be difficult to hit back-to-back from the distance alone and not worth it in his opinions. They barely have crops to rob. Nothing but themselves, a couple of men and their wives and their children. If you took them captive too, you’d only be taking on extra mouths to feed. Espurgat’s dagger tempts you, though. If you took their lives, you would something to spend. Deals to make. There’s so much you could ask for and so much he could give. You have your misgivings about relying on it for the future, and not only from Uvbree's advice, but you want to try it at least once.
>>
>>5103144
Near the end of the week, when you’re almost getting ready to leave, you notice that Groshnak is looking almost as good as new. (35/41 HP left). You imagine that’s due to the medicine but the orc’s raw hardiness can’t be understated. The orc hasn’t once tried to speak to you or anyone but the boy. Even then, it’s in slow, quiet grunts. You don’t sense this is out of any anger toward you, any more than usual for any orc toward any human, that is, but from shame. A powerful regret barely restrained by the memory of his rage. The orc is ready to prove himself worthy to be your friend. The only question is, if he can. You genuinely want to give him that chance and not just because a bodyguard with more muscle than most men have body is a good thing to have. He was the first to ever see you for who you are, and appreciate that instead of rejecting it.

All of your thoughts on the situation are interrupted by a noise, early in the morning, before dawn. There’s a banging in the wagon and a faint howling sound, like some kind of animal. You draw your longsword and rise to your feet. You aren’t armored because you don’t sleep in your armor, but the buckler is in your hand, and you’re ready to fight as you approach the wheels. You don’t care if this is a wild dog or a petty thief, it interrupted your sleep and now, you’re going to take your-

Oh.

The fat man is in the wagon, curled into a fetal position cradling the honey jar. The rope binding his wrists hasn’t been cut, it’s been loosened and gnawed through. You see that the lid is sealed tight and that his hand is clamped over the top, twisting it to stay closed with frenzied strength, but his entire body is shivering and he’s repeating a broken, mind-numbing mantra in between keening wails.

“AAAAAAAIEEEEEEIDON’TWANTITIDON’TWANTITIDON’TWANTITAAAAAAAAAAAAIEEEEEEEEIDON’TWANTITIDON’TWANTIT-“ He notices you standing there, looking down at him with the blade in your hands and doesn’t even react. If anything, his bloodshot, tear-filled eyes are begging for death or a release from the temptation that’s consumed him. You realize he could’ve escaped or murdered you all in your sleep, easily, but he made a beeline for the honey jar, and on reaching it, has been in… this condition… for you have no idea how long. Judging by the way he’s shaking and the chill fall air, this could’ve easily been hours.

By the ignoble gods. This man needs an intervention. What should you do?

>Attempt to communicate. Maybe he could still hear reason.
>Encourage him to have another taste. Eat all that he wants, even.
>Point and laugh. He’s so pathetic. Everyone needs to see this.
>Butcher him on the spot. The fat man has outlived his usefulness.
>Force-feed him the full jar. You won’t allow him to reject himself.
>Leave him there. If he wants the honey, he wants the honey.
>>
>>5103136
>>The twitching. Every tiny part of every little thing, whenever it moves, twitches. The bodies of everyone are full of tiny twitching muscles that must be controlled by tinier, twitching fibers. It’s twitching all the way down. Seizing. Pulsing. Coiling. Every second of every day. Nothing seems still anymore. You see the veins in Sadie’s neck, they twitch. The grass outside of the tent, it twitches. The sword in your hand, twitches.
Shapeless seems like it'd be more useful, but the twitchiness seems like something Melvin'd notice more immediately and like it'd mesh well with the Authority.

>>5103146
>>Leave him there. If he wants the honey, he wants the honey.
Although I'm not against watching. Perhaps honey-in-the-well might be even more fulfilling than a body in the well.
>>
>>5103146
>Encourage him to have another taste. Just a bit. If he wants more than that, he must pledge himself to Melvin.
>>
If anyone is curious, the first rolled here >>5102436 was for the fat man's escape attempt, and he rolled a 6, the number of legs on an insect. The honey is extremely addictive but he was the type of person that would've been more vulnerable than the average to start with.

And remember, you can eat the honey at any time. There's nothing stopping you from simply dipping the spoon. Just one little taste couldn't hurt, could it?
>>
>>5103146
>Point and laugh. He’s so pathetic. Everyone needs to see this.
>>
>>5103136
>The shapelessness. It never stops. There’s a surreal sort of depravity embedded into everywhere you look. You instinctually expect and crave a set of static forms to identify what you see with but have slowly, painfully forced yourself to realize that this is fundamentally impossible. You look at your finger. It isn’t a finger shape, there’s no such thing, yet you recognize it as one. The imagery doesn’t make any sense.

>>5103146
>Point and laugh. He’s so pathetic. Everyone needs to see this.
>Attempt to communicate. Maybe he could still hear reason.

You want to be free of this temptation? You must first do something for me first. There are these three people in town that I want to come here...

If the man can't see reason, give him just enough to regain his sanity. We're totally pouring this shit in the well with a body though, as many jars as we reasonably can.
>>
>>5103136
>The twitching. Every tiny part of every little thing, whenever it moves, twitches. The bodies of everyone are full of tiny twitching muscles that must be controlled by tinier, twitching fibers. It’s twitching all the way down. Seizing. Pulsing. Coiling. Every second of every day. Nothing seems still anymore. You see the veins in Sadie’s neck, they twitch. The grass outside of the tent, it twitches. The sword in your hand, twitches.
I really like these medieval descriptions for these concepts.
>>
>>5103136
>The twitching. Every tiny part of every little thing, whenever it moves, twitches. The bodies of everyone are full of tiny twitching muscles that must be controlled by tinier, twitching fibers. It’s twitching all the way down. Seizing. Pulsing. Coiling. Every second of every day. Nothing seems still anymore. You see the veins in Sadie’s neck, they twitch. The grass outside of the tent, it twitches. The sword in your hand, twitches.

>>5103146
>Point and laugh. He’s so pathetic. Everyone needs to see this.
>Attempt to communicate. Maybe he could still hear reason.
Do encourage to have more tastes but more for further mocking him of being weak. Still if he shut s up he could do something for us. If he accepts craft our symbol on one of his shoulders, throw water and a punch in his face, and take off the honey jar from his hands.
If he doesn't accept pin him down and craft our symbol in his back.
Tell him that if he can't swear to serve us forever, maybe we could just torture him and put honey in his wounds ? I am sure he would like it.
If he is too mad maim lightly both his legs and arms with our sword, then kick him until he is knocked to sleep, we have things to do today. And bind him to a tree.
If we return to see something similar again we will sacrifice him.
>>
>>5103136
>The twitching. Every tiny part of every little thing, whenever it moves, twitches. The bodies of everyone are full of tiny twitching muscles that must be controlled by tinier, twitching fibers. It’s twitching all the way down. Seizing. Pulsing. Coiling. Every second of every day. Nothing seems still anymore. You see the veins in Sadie’s neck, they twitch. The grass outside of the tent, it twitches. The sword in your hand, twitches.

>>5103146
>Encourage him to have another taste. Eat all that he wants, even.
>If he doesn't shut up, gag him. We don't need his whining attracting the wrong kind of attention.
>>
>>5103173
+1
>>
>>5103136
>The twitching. Every tiny part of every little thing, whenever it moves, twitches. The bodies of everyone are full of tiny twitching muscles that must be controlled by tinier, twitching fibers. It’s twitching all the way down. Seizing. Pulsing. Coiling. Every second of every day. Nothing seems still anymore. You see the veins in Sadie’s neck, they twitch. The grass outside of the tent, it twitches. The sword in your hand, twitches.
Biology 101 time

>>5103146
>Point and laugh. He’s so pathetic. Everyone needs to see this.
>Attempt to communicate. Maybe he could still hear reason.
>>
>>5103136
>The shapelessness. It never stops. There’s a surreal sort of depravity embedded into everywhere you look. You instinctually expect and crave a set of static forms to identify what you see with but have slowly, painfully forced yourself to realize that this is fundamentally impossible. You look at your finger. It isn’t a finger shape, there’s no such thing, yet you recognize it as one. The imagery doesn’t make any sense.
Shadows on the wall begone.
>>5103146
>Butcher him on the spot. The fat man has outlived his usefulness.
I don't know why we keep him around.

I'd also just like to add QM, you've been doing an extraordinary job and I'm enjoying the quality of your writing and worldbuilding.
>>
>>5103146

>>Attempt to communicate. Maybe he could still hear reason

We should try to get a better sense of the effects. Does it immediately turn you into a honey tweaker permanently? Could someone retain the semblance of sanity if they were promised a taste later?

Basically we need to know whether someone can keep up appearances in between dollops - if so, we could latch onto someone powerful and basically have them sing over control to us.
>>
>>5103136

>The twitching. Every tiny part of every little thing, whenever it moves, twitches. The bodies of everyone are full of tiny twitching muscles that must be controlled by tinier, twitching fibers. It’s twitching all the way down. Seizing. Pulsing. Coiling. Every second of every day. Nothing seems still anymore. You see the veins in Sadie’s neck, they twitch. The grass outside of the tent, it twitches. The sword in your hand, twitches.
Would we be able to turn this type of sight on and off or will we see things like this forever (I'm assuming it's the latter)

>>5103146
>Point and laugh. He’s so pathetic. Everyone needs to see this.
After laughing, tell him that if he want's more, he has to bring the three people in town to come here.
>>
>>5103164
>>5103173
>>5103177
>>5103178
>>5103205
>>5103223
>>5103250
>>5103258
>>5103285
>>5103296
>>5103369
>>5103453
>You noticed the twitching and now you can’t unsee it. The countless, teeny-tiny little motions that happen every second of every day. Blood goes through twitching veins, air goes into twitching lungs, the sight of it all goes into twitching eyes. It can’t stop. It won’t stop. There’s never a rest. There has to be a reason for this. There has to be something more.

You find the sight hysterical, point your finger at his sad , quivering frame, and start to laugh. “AHAHAHAHAHA! WAKE UP! LOOK AT THIS! LOOK AT HIM! LOOK JUST LOOK! PIGGY’S SPOONING THE HONEY JAR! AHAHAHAHAHAHA! PIGGY CAN’T STOP! AHAHAHAHAHA!”

>+1 scumbag XP, 35/50 XP
>normally passively mocking someone wouldn’t be enough to get scumbag XP at your Level of corruption, but the honey is dangerous

After a minute the others get up and come to see the commotion. Groshnak is disgusted, Sadie isn’t sure to react, and the boy is just horrified. You’re the only one laughing but that doesn’t make it any less funny. You poke him with the tip of your longsword and chuckle.

“Ahahahaha! But c’mon, EAT IT! C’mon, you know you want a taste.” The wagon driver, sitting in the middle of his own wagon, weeps. “I- I don’t need it.” You smack him, gently, with the flat of the blade. “NO, but you WANT it. You know you do. You know you’re never going to forget. There’s a whole jar, right there, waiting for you to-“

>he must roll 18 or higher to avoid succumbing to temptation
>>
Rolled 14 (1d20)

>>5103464
>>
>>5103466
Poor bastard. Definitely nicknaming him "Piggy".
>>
>>5103464
>>5103466
"You're RIGHT! YOU'RE RIGHT! DAMN IT I CAN'T LIVE WITHOUT IT!" You watch in morbid fascination as he cracks the jar's lid open, shoves his hand deep into the honey, and scoops it into his mouth. His eyes roll back into his head as he rocks back and forth, moaning in joy and horror at what he's done. You jump into the wagon and snatch the jar from his hands before he can stop you. He goes to beg, but your blade is on his throat as you set the jar on the wagon, and moments later you've fastened it back shut. The mania seems to have left his eyes but he's staring at the jar, not the painful death hovering an inch over his windpipe, and still chewing. "Wh-Why-" You shake your head and hand the jar to Sadie, who knows the dangers and holds it far away from herself. "Nothing in this world's for free. If you want any more, you need to swear loyalty." You see the veins twitching in his forehead. The fat man's tongue flicks back and forth on his front teeth. "...Okay... OKAY, I... I swear it. I'm your man. Just gimme back the jar and-" You poke him in the chest to stop his enthusiasm.

"Ah-Ah-Ah! No can do. If you want the honey, you'll have to work for it." He looks shaken but unmoved. He wants the honey. He would kill a man for it, but perhaps not a child. "...what do I need to do?" You laugh. "Ahahaha! I see you've learned your place quickly. The task is simple. There are three suspected virgins in Dalhurst. Bring one of them back to the camp, and you can have another taste." You don't trust his competence enough to demand any more. The fat man crawls out of the wagon, stares at the slowly rising sun, and nods, ashamed. "...I'll do it." You nod. "Good. But before you go, show me your shoulder." He turns to you, and looks away when you pull out a dagger. A normal one. "...n-noble gods..." You smile. "They don't have any honey." "AAAAAGH!"

About five minutes later there's a crude, bleeding etching of your symbol on his shoulder. You have it "bandaged" shut and get him dressed in some tattered rags. He gets a quick rundown on his targets from the girl and sets off. Part of you is curious to see if the honey could work as medicine but you wouldn't dare attempt it on yourself.

Wat do?

>Quick Perspective Swap to the fat man
>Abstract his attempt and skip to the afternoon
>>
>>5103479
That should read "at least one of them" You could have him attempt to get all three, of course, but he's not a seasoned kidnapper and his odds of success drop radically for every one past the first.
>>
>>5103479
>Abstract his attempt and skip to the afternoon

Eh.
>>
>>5103479
>>Abstract his attempt and skip to the afternoon
>>
Rolled 36 (1d100)

>>5103531
>>5103533
>the higher the better
>>
>>5103531
>>5103533
You don't care too much if he succeeds or fails. You wanted to see how dangerous the honey is and have started to get a grasp on it with his cravings. The wagon driver comes back two hours later, emptyhanded, and explains that they looked at him suspiciously when he asked about the "young helper" at the temple. He didn't want to risk setting off the alarm so he left. He insists he would've went for the one in the shop but didn't have any money to browse and was worried about the logistics of a break-in on the third.

It sounds like he failed.

>Punish him somehow
>Let him into the honey
>Ignore it for now

When you've sorted that out, you go back to the routine of watching the road that you've settled in. You're starting to expect there won't be anyone arriving but then, late at night, you see someone besides a rare traveler. It's the thief that tried to rob you over two weeks ago. The same you carved your symbol into the back of. The same one you sent to get his boss. He's wearing a rag over his face and different clothes, but he's unmistakeable. He walks onto the northern road going to Dalhurst, then stops, goes to the side of the road, and leans on a tree. You see two more men emerge. One is built like the orc's younger brother with a face to match and a fire-hardened club closer to a treebranch. The other is slimmer, with long fingers and has fine but subtle clothes, with a cleanshaven chin and dark hair past his shoulders. They all look somewhat shaken by something. Possibly the circumstances that brought them here.

None of them notice you from their vantage point and they're on the side of the road, exactly as you told them too. Neilson is likely going to be very happy to see these people. You think for a minute. You aren't sure you were actually expecting them to arrive. There are no hidden assassins, as far as you can tell. This was easier than you thought it was going to be. Now you have to see it through.

How do you want to handle this?

>You'll be upfront. Neilson won't be bound and you'll have Groshnak in plain sight. You want to talk, that's what you sent for them for.
>You'll be sneaky about this. You won't show them Neilson or Groshnak, make it seem like you have more at your disposal than you do.
>You'll treat it like a hostage situation. Neilson will be bound, gagged, and have a dagger at his throat. You're going to get something of equal or better value from them.
>You have a different idea.
>>
>>5103566
>Ignore it for now
>You'll be sneaky about this. You won't show them Neilson or Groshnak, make it seem like you have more at your disposal than you do.
>>
>>5103566
>Punish him somehow
Tie his hands and put a drop of honey in a vial somewhere outta reach. Let him torture himself.

>You'll be sneaky about this. You won't show them Neilson or Groshnak, make it seem like you have more at your disposal than you do.
Play it by ear.
>>
>>5103566
>Ignore it for now
>You'll be sneaky about this. You won't show them Neilson or Groshnak, make it seem like you have more at your disposal than you do.
>>
>>5103566

>You'll be sneaky about this. You won't show them Neilson or Groshnak, make it seem like you have more at your disposal than you do.

I think we should attempt diplomacy here.

"Are you guys hiring?"
>>
>>5103571
+1 for both
>>
>Punish him somehow

Cut off the tip of his tongue. If he keeps failing us he won't ever be able to taste that honey again.

>You'll be upfront. Neilson won't be bound and you'll have Groshnak in plain sight. You want to talk, that's what you sent for them for.
>>
>>5103570
>>5103571
>>5103584
>>5103696
>>5103764
You ignore his failure for now. It isn’t like you sent asked an orc to kill a man. An actual success would’ve been exceptional. You turn your thoughts from the fat man, though you have some great ideas, to the thieves by the roadside. These are clearly members of the black dyad, they carry themselves like Neilson, except for the big one, he looks more used to blunt thuggery than skulking around. You fetch the others from the camp, including the boy and the fat man, but both of them are kept tied and gagged. Then you return and have them hide about a javelin throw’s distance away. You take your longsword, buckler, and armor (the fine brigandine’s chest hole was patched by Sadie over the last week) and step from the darkness. For the men here, it’s as if you appeared out of nowhere, nothing like the blunt bruiser they were expecting. Every one of them tenses and the big man’s grip on his club tightens, but a very slight finger motion from the slender man calms them down.

You see that the thief is even more terrified than the last time you saw him and the goon is visibly frightened but the only sign of any effect you’re having on their leader is a bead of sweat. He’s the first to talk. “You did a number on poor Richard here, y’know. Bastard’s been havin’ nightmares ever since.” You look, sizing him up, and say nothing. “You cut a fuckin’ sigil into MY boy’s back. That’s the kind of shit… That’s the kind of shit I can’t take to MY boss. Then you send him back to the heartland, back to ME, to come out to some trading post in the middle of nowhere, and then… and then…” He looks at you with a face like stone, delicately wipes his forehead, and whistles. “Uzzen’s foot… I can’t even look you in the eye. I’ve seen some scary men, crazy men, but now I-… but now I can see Richard wasn’t taking the piss. You really take the cake.”

You interrupt his rambling. “And eat it, too. This is the truth. I do what I want and want what I do.” The mafioso jerks his shirt collar and glares, half-angry, half-wary. “…I can see that. Well, what the hell did you want from me? Oh, gods pure and foul, there better be a good reason I’ll be having blisters for weeks. Do you know what I’ve had to put on hold for this? The dealers I’ve had to blow off? Let me tell you, the vipers are not a very patient bunch… and neither am I. What is it? What the fuck did you torture Richie and kidnap one of my top men for? So help me, he had better have all of his fingers and toes.”
>>
>>5103815
You give him a moment to simmer down while you form a response. You take a sniff while you do. "Richard," apparently that's his name, is no more corrupt than he was the last you saw him, but he's disturbed by something. The man with the club reminds you of Groshnak, with less restraint, and the man in charge is the darkest soul you've seen so far. Almost like a lump of coal wearing a man's clothes. You can sense that unlike the others, who are almost cowed by your aura, he has a fierce instinct to challenge your Authority.

>”Are you guys hiring?”
>”Are you interested in a deal?”
>”Do you hate the Paladins, too?
>”Do you want more out of life?”
>”Do you want some of this honey?”
>”Are you three ready to die?”
>>
>>5103818
Are write ins allowed QM?
If so
>Serve me as minions or die
and unleash the full extent of our authority
>>
>>5103818
>”Do you want more out of life?”
Then pivot to
>”Are you interested in a deal?”
Then the coup de grâce
>”Do you want some of this honey?”
Not for your consumption, unless you want some?

Honey works best to trap the flies, and I think this business proposition if well worth the blisters. We'll focus on corrupting them further after we've come to a business arrangement and bring them back into camp.
>>
>>5103823
Write-Ins are always allowed. In combat too, but improvising is usually less accurate or damaging than dirty tricks, which represent those you've instinctually mastered.
>>
>>5103818
>”Are you interested in a deal?”
>”Do you want some of this honey?”

Make a deal to sell honey, Sarintob will be happy and it’ll net us steady cash potentially. Also state that Neilson is our property now, he’s been a good thief
>>
>>5103827

Backing this, but here's some flavor text.

"Listen, Richard. I'm going to shake things up around here - I have the aptitude, and I have some friends in VERY low places. I'm looking for... partnerships...for ambitious types. Take Neilson, for example - I've really helped him unleash his true potential, and it's only been a couple weeks! If you work with me, you could have a place by my side, when the rubble is cleared."
>>
>>5103869
+1
>>
>>5103818
>>”Are you three ready to die?”
>>
>>5103869
Richard probably isn't the boss's name. Unless he shares the same name as the thief we mutilated.
Otherwise I support.
>>
>>5103869
+1
>>
>>5103818
Supporting these two >>5103827 >>5103869
>>
>>5103827
>>5103869
Supporting, addressed to the dark-hearted boss, not to Richard.

>>5103818
>>
>>5103827
>>5103839
>>5103869
>>5103870
>>5103961
>>5104001
>>5104028
>>5104067
You decide on an approach in a matter of seconds. "Listen, ah..." He narrows his eyes- "Gawain." -but can't hold it for long, as you continue. "Gawain, I'm going to shake things up around here - I have the aptitude, and I have some friends in VERY low places. I'm looking for... partnerships... for ambitious types. Take Neilson, for example - I've really helped him unleash his true potential, and it's only been a couple weeks! If you work with me, you could have a place by my side, when the rubble is cleared."

The thief looks at you, trying to come to terms with what you're getting at. There is an ambitious glint in his eye, but is he willing to compromise on the power he already has in the black dyad? Both of his minions, mafiosos, bah, they're clearly minions, in name or otherwise, seem far less sure of themselves.

>roll 6,10,14 or higher on 1d20+2 to sway them to your cause, best of 1 from Intimidation
>This would be much more difficult if The Authority didn't already have them halfway there
>>
Rolled 3 + 2 (1d20 + 2)

>>
Rolled 10 + 2 (1d20 + 2)

>>
Rolled 16 + 2 (1d20 + 2)

>>5104197
>>
sorry. please disregard these rolls. Just trying to learn how to roll the dice right. I was the guy who fucked up his roll above.
>>
I dont know why the dice were rolled twice. Also fuck Captcha.
>>
>>5104197
>>5104203
>3+2 vs 6
>SLIGHT FAILURE

The thief looks you up and down, and scoffs. "You think I'm going to turn my back on the black dyad? The men who took me out of the gutter? Who were there when no-one else would be? Who're the reason I'm a somebody? For what?" You start to explain, "Powe-" "POWER? HA! You think I need power? From some two-bit pissant who signed a contract because he couldn't deal? Do you know what the mafia does to fucks like you back in the capital?" You stare, and he goes on. "We break them. Hold 'em down, let fellas like Schwarz here millcrack a stone over their knees, and tie it around their neck and fling 'em in the lake. Don't need demons for that. That's power, right there." He laughs and pulls a blade out of his shirt sleeve. It's a long and very sharp looking dagger. "Ha! Don't think we'll need any for you either." The other two brace themselves and you have seconds to decide.

"..."

FUCK! FUUUUCK! FUUUUUUUUUCK! You'd been planning that speech for days! You had everything! The honey jar was in your bag, so you could pull it out all dramatically, you had a cool scheme to get everyone addicted to it and spending their silver for it, even to get the higher-ups in the mafia hooked on it! But nooo, NO! This two-bit fucking mobster assumes you're the type of shitheel that needs to sign a contract! For no FUCKING reason! That fucker's got a smirk on his face now. Fuck, you should be smirking right now but nooo, he just has to ignore The Authority, he just has to know better, he just has to make some stupid stand for stupid principles just like that stupid fucking guard at the stupid fucking wagon by that stupid fucking road!

IGNOBLE GODS DAMNIT! AAAAAAAAAAAAAAAAAGH!

You force your mind to calm down.

>Time for the backup plan. Have Neilson bring out the fat man and show off the honey addiction.
>Call for Groshnak to come out from behind his hiding place. An orc might give them pause.
>Use The Authority to sway the thief's men against him. They're already on the brink.
>Fuck it. Pull a weapon (the longsword/Espurgat's dagger) and get ready to fight.
>>
>>5104244

>>Use The Authority to sway the thief's men against him. They're already on the brink.

Have his underlings hold him down and turn this guy into a honey freak if possible.

Then we can have the boy kill the fat man with Espurgat's dagger and give the corpse to Sadie to mess around with.
>>
>>5104244
>Use the Authority to turn the thief's men against him
>Signal Groshnak to be ready to hurl a javelin at him
>>
>>5104244
>Use The Authority to sway the thief's men against him. They're already on the brink.
>>
>Fuck it. Pull a weapon Espurgat's dagger and get ready to fight.
>>
>>5104244
>>Fuck it. Pull a weapon (the longsword/Espurgat's dagger) and get ready to fight.
>>
>>5104244
>Use The Authority to sway the thief's men against him. They're already on the brink.

Yolo. The last roll was total bullshit though.

Also, Happy New Year everybody!
>>
>>5104244
>Use The Authority to sway the thief's men against him. They're already on the brink.
>>
>>5104244
>Use The Authority to sway the thief's men against him. They're already on the brink.
>>
>>5104244
Do:
>>Use The Authority to sway the thief's men against him. They're already on the brink.
While signalling for:
>>Time for the backup plan. Have Neilson bring out the fat man and show off the honey addiction.

Then we can talk about the most addictive drug known to man and the potential for a great deal of profit if only Gawain had chosen to work together with us, but since he didn't, well, he's going to get a first person look at what we have to offer.
>>
>>5104253
>>5104258
>>5104271
>>5104298
>>5104313
>>5104339
It appears negotiations have gone south. The others can see that. In the distance, Groshnak is preparing his javelins, Sadie has her crossbow, the fat man is tied as necessary, and Neilson is-

>Restrained, to ensure he doesn't make a mistake.
>Freed, to give him a chance to prove his loyalty.

You look away from them to the leader, then to both of his lessers and raise your voice. Both of them flinch.

"YOU WILL FIGHT FOR ME. OR YOU WILL DIE FOR THIS FOOL."

You say this like it's fact. For you, it is. Gawain hesitates a moment, waiting to see how they respond.

>roll 18,20 or higher on 1d20+2 to sway Gawain, best of 1
>roll 8,12 or higher on 1d20+2 to sway the big man, best of 1
>roll 12,16 or higher on 1d20+2 to sway Richard, best of 1
>>
Rolled 16 + 2 (1d20 + 2)

>>5104340
>>
Rolled 17 + 2 (1d20 + 2)

>>5104340
>>Freed, to give him a chance to prove his loyalty.
>>
>>5104340
>Freed, to give him a chance to prove his loyalty.
Honestly, Gawain's the pissant here if he thought he could style on an actual hellknight.
>>
Rolled 11 + 2 (1d20 + 2)

>>5104340
>>
>>5104340
>Freed, to give him a chance to prove his loyalty.
>>
>>5104341
>>5104342
>>5104345
>>5104348
>>5104352
>16+2 vs 18
>SLIGHT SUCCESS
>17+2 vs 8
>GREAT SUCCESS
>11+2 vs 12
>SLIGHT SUCCESS

The Authority in your voice echoes in them, gripping their very souls and choking them in its malice. For an instant they are unable to move, even to breathe or think under the nameless dread that was before even the dust beneath their feet, then the mafioso shakes his head. "I've known these two for years. I made them who they are. Do you really think they're going to betray me fo-" "Fuck it."

>Schwarz has betrayed the Black Dyad

HIS CLUB SWINGS FOR THE BACK OF GAWAIN'S SKULL! RICHARD STARES IN HORROR AND YOU WATCH IN GLEE!

>roll 8 or higher on 1d20+4 to hit!
>this is a surprise attack, Gawain's Dodge is halved
>roll 2d8+4 on hit for damage!
>>
Rolled 9 + 4 (1d20 + 4)

>>5104358
>>
Rolled 5, 6 + 4 = 15 (2d8 + 4)

>>5104358
>>
>>5104361
>>5104364
>Gawain has taken 15 damage, -2 from toughness!
>Gawain has 26/39 HP left!

THE CLUB CRACKS ACROSS THE MAFIOSO'S SKULL, SENDING HIM REELING! HE STAGGERS, GRUNTING IN PAIN...

And continues to wield the dagger with excellent skill. "FUCKER!" You have something that looks like an opening if you squint carefully, but first, Groshnak sees a chance to redeem himself and takes it. Sadie already had the crossbow aimed, and Neilson...

>roll 16 or higher on 1d20+2 to hit
>roll 1d3+6 on hit for damage

>roll 16 or higher on 1d20 to hit
>roll 1d6 on hit for damage

>roll 1d6 to see if Neilson stays loyal

>1: He betrays you
>2: He tries to flee
>3: He doesn't fight at all
>4: He tries to distract them
>5: He fights out of fear
>6: He fights out of loyalty

>Remember, he's known these men for years and you for about two weeks. The Authority is extremely powerful.
>>
Rolled 13 + 2 (1d20 + 2)

>>5104378
>>
Rolled 1 (1d20)

>>5104378
>>
Rolled 1 (1d6)

>>5104378
>>
Rolled 5 (1d6)

>>5104378
>>
Rolled 5 (1d6)

>>5104378
Neilson not damage.
>>
Rolled 6 (1d6)

>>5104378
Yolo
>>
Rolled 3 + 6 (1d3 + 6)

>>5104378
Groshnak's damage.
>>5104379
Bro, let other people roll too in the future. FFS.
>>
I will not apologize.
>>
Rolled 5 (1d20)

>>5104380
>>5104383
Yea, just let the other anons roll whenever possible. I don't really like dicehoggers when expediency isn't on the line.

Rerolling for Sadie just so we have a different Anon getting a chance to make his roll count in this engagement.
>>
>>5104390
With garbage rolls like that? You should probably reconsider lad.
>>
>>5104390
Just give it ~5 minutes between rolls next time. It's fine if no one's really around but it's kind of shitty when we are.
>>
>>5104390
>>5104383
Normally I take the dice as they fall but you rolled three times back-to-back as fast as the post-limit allows for, when there were about six anons posting to the previous post. I'm going to take the first roll for the orc and rule that, on the 1 followed by both 5s, he'll hesitate for a turn along with Richard, stunned, and fight out of fear.
>>
>>5104379
>>5104383
>>5104384
>>5104386
>>5104388
>>5104389
>>5104394
>13+2 vs 16
>SLIGHT FAILURE

Gawain sees the javelin coming, to his credit, doesn't freeze at the sight of the orc, and swivels to the side at the last half-second to dodge the blade.

>5 vs 16
>GREAT FAILURE

Sadie tried her best, she really did, but the crossbow quarrel went into a tree nearby the fight instead of anywhere near an actual target. Maybe some target practice would do her some good. The girl looks at the fat man, then at her dagger, and thinks long and hard about the new spell she's learned.

>Coup de grace the fat man
>Nah, reload the crossbow

>1,5,5

Far away, Neilson holds the crossbow close to his chest and breathes deeply. These are his friends that Melvin's fighting. If he doesn't do something, he'll be killing them. If he does do something and fails... He's frozen by indecision and can't take aim.

You make a split-second decision-

>Strike with the longsword (1d6 damage, no effect)
>Strike with Espurgat's dagger (1d6+3 damage, masterwork, soul-taking)
>>
Rolled 6 (1d6)

>>5104405
>Strike with the longsword (1d6 damage, no effect)

I want to take this bastard alive, and turn him into our Yesman.
>>
>>5104405
>Nah, reload the crossbow
>>
Rolled 1 + 4 (1d20 + 4)

>>5104405
>>Nah, reload the crossbow
This is not the time for a zombie she can't control.
>Strike with the longsword (1d6 damage, no effect)
I'd rather we only use the dagger sparingly; we should keep most exps for ourselves. It's +4 for Melvin's hit right?
>>
>>5104410
>the crit fail
lmao
>>
>>5104410
>>5104411
Bo2 lad
>>
>>5104412
You rolled damage so we need another hit then.
>>
Rolled 4 + 4 (1d20 + 4)

>>5104405
>>
>>5104415
Surprise attack DC is 8, ya?
>>
Rolled 6, 8 + 6 = 20 (2d20 + 6)

>>5104408
>>5104409
>>5104410
>>5104411
>>5104412
>>5104413
>>5104415
>1+4,4+4 vs 16
>CRITICAL FAILURE

Sadie reloads the crossbow.

You, on the other hand, unsheath your longsword, dive in for the kill with a vicious blow, and inadvertently leave yourself wide open to a counter-strike.

You aren't sure how the hell he made that move. One second he was there, the next he was behind you. Fuck.

>he must roll 13 or higher on 1d20+6, best of 2, to hit
>he'll then roll 2d6+6 for damage
>>
Rolled 5, 5 + 2 = 12 (2d6 + 2)

>>5104422
>6+6,8+6 vs 13
>SLIGHT SUCCESS
Now you're getting stabbed. FUCK.
>>
>>5104423
Fucker just got himself a ticket to get sacrificed. Or honeyed. Hell, maybe both.
>>
>>5104422
>>5104423
Is this our "nothing personal, kid" moment? Shieeet. At least we're in armor.
>>
>>5104422
>>5104423
>You have taken 12 damage, -1 from toughness!
>You have 27/38 HP left!

The dagger slipped like water on a rope, piercing straight through the almost imperceptible weakspot on your suit of brigandine. It only goes four inches deep as you twist and it barely scrapes the ribs beneath, but if his blade were slightly further sideways or you were a moment slower, there's no doubt in your mind you'd be bleeding out now. You stagger back and gasp. There's a trickle of blood running down your chest and Gawain sneers. "Heh, I guess you didn't spring for iron skin, then, did you?"

You're about to retort when the big man takes another swing!

>roll 16 or higher on 1d20+4 to hit, best of 2
>roll 1d8+6 on hit for damage (forgot to add his strength modifier earlier)
>>
Rolled 9 (1d20)

>>5104429
I want him alive to regret his mistakes in not taking our deal.
>>
Rolled 4 + 6 (1d8 + 6)

>>5104429
>>
Rolled 9 + 4 (1d20 + 4)

>>5104429
>>
Rolled 2 (1d2)

>>5104431
>>5104434
>9+4,9+4 vs 16
>SLIGHT FAILURE

The big man's club goes wide. Damn! It was one of the best coordinated swings you've ever seen, too.

Gawain makes a move, lunging for-...
>1: You
>2: Schwarz
>>
Rolled 11, 20 + 6 = 37 (2d20 + 6)

>>5104437
Always a traitor before an enemy.

>he must roll 12 or higher on 1d20+6, best of two, to hit
>he'll then roll 2d6+6 for damage
>>
Rolled 2, 1 + 6 = 9 (2d6 + 6)

>>5104439
>11+6,20+6 vs 12
>CRITICAL SUCCESS
>Damage is doubled

No mercy, he went straight for the throat.
>>
>>5104439
rip
>>
>>5104443
>Schwarz has been dealt 18 damage, -2 from toughness
>Schwarz has 18/34 HP left!

But the big man moved fast, blocking with his hand! The thief attempts to wrench the dagger but his ally-turned-foe moves quickly, sliding it out in a fraction of a second. Everything's moving too quickly for you to tell but you see him gripping his club without any loss of motion.

Richard snaps out of it. So does Neilson.

He goes to leg sweep-
>1: You
>2: Schwarz
>>
Rolled 1 (1d2)

>>5104446
>>
Rolled 19 + 4 (1d20 + 4)

>>5104447
-You!

>roll 1d20+4 against his, or go prone!
>>
Rolled 16 + 4 (1d20 + 4)

>>5104449
Dark gods forsake me not
>>
Rolled 4 (1d20)

>>5104449
This is getting into the realm of bullshit again.
>>
>>5104449
>>5104451
>16+4 vs 19+4

You were expecting the thief to draw a dagger, not drop prone and spin! All of a sudden the world shifts and you're on your back, with two seasoned killers above.

Neilson finally takes a shot... straight for Gawain.

>roll 16 or higher on 1d20+4 to hit, best of 2
>roll 1d6+4 for damage

Groshnak throws a second javelin for their leader, but starts to panic when he sees you drop, he didn't catch the leg sweep.

>roll 16 or higher on 1d20+2 to hit, best of 1
>roll 1d3+6 for damage
>>
Rolled 2 + 4 (1d20 + 4)

>>5104452
You say that every time something isn't easy.
>>5104455
>>
Rolled 7 (1d20)

>>5104455
>>
Rolled 4 + 4 (1d20 + 4)

>>5104455
>>
>>5104458
Considering the last couple of nearly back-to-back crits in this fight were only to the Dryad's benefit and we can't seem to land a hit on them? Complete bullshit.
>>
>>5104467
You'll have a right to complain when we actually lose something.
>>
>>5104467
Shit happens. Nothing's fatal so far, just more tedious than it has to be.
>>
Rolled 4 (1d20)

>>5104458
>>5104462
>>5104463
>2+4,4+4 vs 16
>GREAT FAILURE
>7+2 vs 16
>SLIGHT FAILURE

The thief is wily, evading each projectile in turn. Still, they serve a purpose in giving you three seconds of time.

>Get back on your feet!
>Attempt to strike while prone!
>Grab and throw the honey jar!

Sadie clicks the crossbow string into place and now she's fumbling with a quarrel.

The orc is watching all of this with terror in his eyes. Terror for the man who once considered him friend.
>>
>>5104476
He decides to stay back, throwing javelins for now. It would take him precious seconds to get closer. That's what he tells himself.
>>
>>5104476
>>Grab and throw the honey jar!
inb4 the fat man yeets himself into the melee, bindings or no, for it
>>
>>5104470
Nah dicehogger, your argument is bullshit. Come back when you come up with a better argument, or decide to apologize for your bullshit.

>>5104476
>Attempt to strike while prone!
>>
>Get back on your feet!

Hard to be menacing when sitting on your ass.
>>
>>5104476
>Get back on your feet!
GROSHNAK YOU USELESS PIECE OF SHIT GET IN HERE
>>
>>5104481
>dicehogger
Considering the number of rolls you did for this last timeskip you don't really have a leg to stand there.
>>
>>5104486
I do. I waited a reasonable amount of time for other anons to roll. I also didn't roll dogshit. Dicehogger rolled back-to-back with other anons here, and he critfailed every time. I'm a marathon runner compared to this double amputated anon.
>>
>>5104476
>Get back on your feet!
>>5104481
I'm not arguing anything, I'm just calling you out for being a sniveling faggot that whinges and whines whenever there isn't an easy victory.
Once paladins come along, you're going to bawl your eyes out and shit up the thread twice as hard as you already have.
>>
>>5104482
>>5104484
You scramble onto your feet, negating the leg sweep (and losing a turn).

The big man winds back and swings again. This time, he's going for a specific angle-

Nope, he's throwing the club!

>roll 8 or higher on 1d20+4, best of 2, to hit
>roll 1d4+4 for damage
>if hit, he must roll 12 or higher on 1d20 to avoid being stunned
>>
Rolled 14 + 4 (1d20 + 4)

>>5104493
>>
Rolled 1 + 4 (1d20 + 4)

>>
Rolled 5 + 4 (1d20 + 4)

>>5104493
>>
Rolled 2 + 4 (1d20 + 4)

>>5104493
>>
Rolled 4 (1d4)

>>5104492
There's a difference between not going our way and getting assfucked at every opportunity, dicefag. Maybe if you weren't a selfish prick maybe you'd see the forest for the trees.

>>5104493
Dice.
>>
Rolled 7 + 2 (1d20 + 2)

>>5104495
>>5104496
>>5104502
>1+4,14+4 vs 8
>GREAT SUCCESS
>Gawain has been dealt 8 damage, -2 from toughness
>Gawain has 20/39 HP left!
>Gawain has been caught off-guard!
>Gawain has been stunned!

Not only does the attempt work, it works perfectly, cracking the mafioso in the jaw and sending him staggering back.

Sadie finishes reloading her crossbow the same second the Groshnak has a javelin ready.

Neilson is loading his and trying not to think about what he's doing.

>roll 16 or higher on 1d20+2 to hit
>roll 1d3+6 on hit for damage

>roll 16 or higher on 1d20 to hit
>roll 1d6 on hit for damage

On seeing you stand, Richard goes to strike!

>he must roll 13 or higher on 1d20+2 to hit
>he must then roll 1d6+2 for damage
>all of this is if he doesn't hit armor
>>
>>5104508
>7+2 vs 13
>GREAT FAILURE

You deflect his dagger with a swipe of your longsword. Pathetic.
>>
Rolled 4 (1d20)

>>5104508
>>
Rolled 13 (1d20)

>>5104502
We haven't been assfucked in the slightest, in fact this entire time we've had our balls lovingly caressed by a steady stream of allies and superpowers.
The dice haven't gone against us in any meaningful capacity. The rolls you complain about are small variances in a trend of absolute success.
We haven't lost any minions, treasures, body parts, or fights.
As I write this the tide of the fight has already turned and you are once again revealed as a defeatist faggot.
>>5104508
>>
Rolled 3 + 2 (1d20 + 2)

>>5104508
>>
Rolled 3 (1d6)

>>
>>5104512
I honestly thought you were going to go for the sword. The Authority does very little for you, personally, until certain parts have been upgraded significantly but it does make social maneuvering much easier.
>>
Rolled 17 (1d20)

>>5104508
>>5104511
>>5104512
>>5104513
>13+2 vs 16
>SLIGHT FAILURE
>4 vs 16
>GREAT FAILURE

Groshnak's javelin flies and the thief dodges at the last instant, again, just barely, again!

Sadie's crossbow quarrel flies off into the branches overhead, where it does nothing. She accidentally pulled the trigger while trying to put the stock to her shoulder. You hear a loud. "FUCK!" Unusually vulgar. You must be wearing off on her.

The orc sees you struggling...
>>
>>5104517
I wasn't around for that part, but if I was I would have advocated for it.
I'm not one to lament roads not taken though.
>>
>>5104520
"RAAAAAAAAAAAAGH! MEVLIN! GROSHNAK RUHNNING! NO UTH GODAR DIE!"

He drops the few javelins left and sprints toward the battlefield!

You've recovered from standing and can fight once more.

Who do you target?

>Richard
>Gawain

How do you do it?

>Dirty Trick (Crotch Grab, Spine Snap, Decapitate)
>Swing your longsword as standard
>Grab and throw the honey jar
>>
>>5104528
>Richard
>Decapitate
>>
>>5104521
That's honestly the first time I've ever seen triple 20s in a quest. Much less the one I'm running. On an unrelated note, in much the same vein, f you roll triple 1s you will be getting a Seraph on your ass.
>>
>>5104528
>Richard
>Swing your longsword as standard
We need to isolate the boss.
>>
>>5104528
>Gawain
>Crotch Grab

>>5104512
>we've had our balls lovingly caressed
>somehow the other guy is a faggot

Lol, again with the trees instead of the forest. Good thing you're not Smoky the Bear, otherwise the forest would've been burnt down already dicefag.
>>
>>5104531
Let's hope we won't roll any triple 1's any time soon...
>>
Wait, is Gawain still stunned?
>>
>Gawain
>Swing your longsword as standard

Most of (all?) our Dirty Tricks have a hit penalty associated with them and Gawain has high dodge.
>>
>>5104535
You're the one talking about constant assfucking.
You're also the one who thinks it has to be a guy touching the balls.
>>
>>5104542
So defensive lad. It's 2022, you can just come out of the closet now.
>>
>>5104536
The noble gods also see what you do. They're not very happy. As another aside, if you didn't have The Authority, the gods would be MUCH less interested in your personally. The black stars aligning is extremely uncommon and usually heralds Bad Shit™ for the kingdoms of man. It also usually heralds an age of heroes, in direct response to or trying to recover from the aforementioned.

>>5104537
The turn order is-

>Schwarz
>Groshnak
>Sadie
>You
>Neilson
>Gawain
>Richard

Due to them being surprised early on. Gawain was stunned last turn and now it's your turn. He won't be able to take an action this turn, or until after your action after this one, for short. Ranged combatants tend to go before melee unless they're reloading.
>>
>>5104545
Good to know.
I was just making sure he wasn't in some vulnerable state we could use to inflict fun wresting moves on him.
>>
>>5104528
>Gawain
>Swing your longsword as standard
>>
>>5104538
>>5104553
You ponder the correct course of action for a moment, then react, swinging your longsword with vicious tenacity.

>roll 16 or higher on 1d20+4 to hit, best of 2
>roll 1d6+4 for damage on a hit
>>
Rolled 4 (1d20)

>>5104555
Nice trips QM
>>
Rolled 18 + 4 (1d20 + 4)

>>5104555
>>
Rolled 3 + 4 (1d6 + 4)

>>5104555
hogging dice
>>
Rolled 8 + 4 (1d20 + 4)

>>5104557
>>5104559
>>5104565
>Gawain has been dealt 7 damage, -2 from toughness!
>Gawain has 15/39 HP left!

You lunge and swing to sever his head from his shoulders but he dives backward, twisting, and you barely slash into his cheek. Blood is going everywhere. The wound looks much worse than it is.

Richard sees the orc barreling out of the darkness, the boss he thought invincible fighting for his life, and the sheer horror emanating from the man who carved the symbols into his back, even worse than before, and makes a decision.

>he must roll 16,18,20 or higher on 1d20+4 to stay in the fight
>he doesn't have any morale expertise, he fears for his soul
>>
>>5104571
>8+4 vs 16,18,20
>GREAT FAILURE

"Fuck this shit! I'm out!" The novice snake turns to sprint away. Possibly the wisest decision he could've made, short of swearing to your cause.

Schwarz goes to ear rip Gawain!

>roll 20 or higher on 1d20+4, best of 2!
>roll 1d4+4 for damage!
>>
Rolled 5 + 4 (1d20 + 4)

>>5104578
>>
Rolled 16 + 4 (1d20 + 4)

>>5104578
>>
Rolled 3 (1d4)

>>5104578
>>
>>5104571
Does Gawain not roll vs stun from being reduced below half?
>>
>>5104588
Think that only happens when someone is reduced below half HP with one move.
>>
Gawain is outnumbered, injured and was just betrayed by people he has trusted for years.
Seems like he might be a bit more amicable to diplomacy now.
>>
Rolled 5 (1d20)

>>5104580
>>5104581
>>5104586
>Gawain has been dealt 7 damage, -2 from toughness!
>Gawain has 10/39 HP left!
>Difficulty 3 on base damage passed, Gawain's ear has been torn off!
>Gawain must roll 14 or higher on 1d20 or be stunned for 1d3 turns!

You see the monster of a man's hands move like lightning, flicking out to grab the side of the thief's head as he reels from the club, jerk it with all the strength his hands can muster, and tear it off!
>>
Rolled 3 (1d3)

>>5104597
>5 vs 14
>GREAT FAILURE
The thief staggers, wailing, as the ear on the left side of his head spews blood. "AAAAAAH!" Schwarz laughs and stands over him. "HARHARHARHAR!"
>>
Rolled 1 + 4 (1d20 + 4)

>>5104598
Gawain collapses, clutching the side of his head and groaning. Groshnak is closing in and Neilson has reloaded his crossbow.

>he must roll 14,18, or higher on 1d20+4 to stay in the fight
>>
>>5104601
>1+4 vs 14,18
>CRITICAL FAILURE

"O-OKAY! OKAY! I GET IT! I GET IT! FUCK, STOP PLEASE FUCK NO!" The orc is charging in with his shovel and still furious. You see that he could slay the man with some ease, but you sense too, that any will to fight is broken.

What's your call?

>Stop Groshnak
>Let the orc swing
>>
>>5104602
>Stop Groshnak
Send him after Richard (I wonder if Neilson'd want us to spare him).
>>
>Stop Groshnak
>>
>>5104603
+1
Hopefully it goes better then the last time we sent him to hunt someone down.
>>
>>5104602
>Stop Groshnak
lets toy with him a bit, see if he wants to join
>>
>>5104602
>Stop Groshnak

Got a better plan in mind for this thief, if he fails to play ball again. What was it he said? We break them. Hold 'em down, let fellas like Schwarz here millcrack a stone over their knees, and tie it around their neck and fling 'em in the lake. Or was it a well?

Either way, we have need for your services. I want my three virgins, or I will sacrifice you instead.

Also, someone grab Richard before he fleees to far.
>>
>>5104603
+1
>>
>>5104603
>>5104604
>>5104605
>>5104606
>>5104607
>>5104608
You turn to Groshnak and speak firmly. "NO." The orc stops his charging, bares every one of his teeth, and howls as he grips the shovel with unspeakable rage, as if he were about to snap it in two.

"RAAAAAAAAAAAAAGH! MEVLIN! MEVLIN! GROSHNAK... GROSHNAK! KILL! GROSHNAK UR-KILL! UR-KILL!" You watch as he boils in frenzied hate, breathing in and out rapidly, and slowly simmers down. "GROSHNAK..! Groshnak-.... KILL! Huuuuu! KILL-MEVLIN! KILL-MEVLIN!" He's grunting, desperate to try and make you grasp what he's trying to say but doesn't have the words to. You understand. He wants to kill and prove himself to you again.

He'll get the chance to take the burning shame from his soul. Not now, though, not today. You see Richard is still running.

What do you want to do about that?

>Have him shot in the back before he gets too far.
>Send Groshnak and Schwarz to chase him down.
>Let him escape, he'll spread the word and stoke fear.
>>
>>5104611
>>Have him shot in the back before he gets too far.
Sending Groshnak after him will be Plan B, then, I guess.
>>
>>5104611
>Send Groshnak and Schwarz to chase him down.

Three experienced thieves and an enforcer of the mafia? Getting these virgins will be a peace of cake.
>>
>>5104607
"Millcrack" here refers to using a rope lever or very strong set of arms to mimic the motion of a windmill with the victim's leg, or arm, in the reverse of its proper bending position for several rotations until the tendons are completely severed from the ball, while they're weighted down with a stone or heavy weight. It's a very slow and inefficient but painful means of breaking limbs, which is why it's used by the mafia.
>>
>Send Groshnak and Schwarz to chase him down.

If Groshnak wants to redeem himself he can start by succeeding where he failed last time.
>>
>>5104611
>Send Groshnak and Schwarz to chase him down.
ZULSH
>>
>>5104611
>Send Groshnak and Schwarz to chase him down.
Gee Bill, how come your mom lets you have two goons?
>>
>>5104611
>Send Groshnak and Schwarz to chase him down.
>>
>>5104611
>Send Groshnak and Schwarz to chase him down.
>>
>>5104614
>>5104616
>>5104618
You look at the ex-mafioso and orc. They're sizing each other up, Groshnak visibly disturbed to see a human with his proportions, and Schwarz, you assume that's his name, either dimly not grasping or not caring how dangerous the orc is. You speak up and catch both of their attention. "THE THIEF RAN! GO GET HIM!"

They don't waste any time.

>roll 8,12 or higher on 1d20+6 for Groshnak to catch Richard
>roll 8,12 or higher on 1d20+6 for Schwarz to catch Richard
>it's worth noting that the orc has +4 strength,+2 skill, while he has +2 strength,+4 skill
>>
Rolled 4 + 6 (1d20 + 6)

>>5104623
>>
Rolled 1 + 6 (1d20 + 6)

>>5104623
>>
>>5104626
>>5104625
lol
>>
>>5104623
Ha a weakling ork and an ork weakling. I wonder if Groshnak sees the irony.
>>
>>5104625
>>5104626
>4+6 vs 8,12
>SLIGHT SUCCESS
>1+6 vs 8,12
>CRITICAL FAILURE

Schwarz takes off in a furious sprint! In exactly the wrong direction, where he runs into Sadie and Neilson and is confused until he realizes his mistake.

Groshnak, meanwhile, charges in the correct direction but fails to actually reach Richard because he almost trips over a stump, so he flings a javelin to try and stop him.

>roll 12 or higher on 1d20+2 to hit
>roll 1d3+6 for damage

You can see this comedy of errors, and are stunned.
>>
Rolled 7 + 2 (1d20 + 2)

>>5104633
>>
>>5104633
Is this the part where we demand someone hand us a crossbow so we can do it ourselves?
>>
>>5104634
>7+2 vs 12
>SLIGHT FAILURE

The javelin goes wide and the thief keeps running. Groshnak has to make a choice.

>Keep chasing the thief
>Return to Mevlin emptyhanded

The choice is automatic. The orc's shame will not allow him to give up when any chance remains.

>roll 12,16 or higher on 1d20+6 for Groshnak to catch Richard
>roll 18,22 or higher on 1d20+6 for Schwarz to catch Richard
>>
>>5104634
And to think that we had a house visit from literal gods not very long ago.
>>
Rolled 5 + 6 (1d20 + 6)

>>5104637
>>
Rolled 1 + 6 (1d20 + 6)

>>5104637
>>
Rolled 19 + 6 (1d20 + 6)

>>5104637
>>
>>5104640
One more and a Seraph will purge Schwarz stupidity from this realm.
>>
Rolled 6, 4 = 10 (2d8)

>>5104636
You do have a light crossbow, and realistically could've attempted a shot without any problems.

>roll 14 or higher on 1d20+4 to hit, best of 2
>it's more difficult due to the distance

>>5104639
>>5104640
>5+6 vs 12,16
>SLIGHT FAILURE
>1+6 vs 18,22
>CRITICAL FAILURE

Groshnak ran so hard to catch the dirty little weakling but he ran even faster, and was even a better coward than the orc. The shame burns inside. How is he supposed to look Mevlin in the eye, now?

Schwarz goes to sprint after the vague direction he saw the orc run and trips over the same tree stump, twisting his ankle and collapsing to the ground with an almost silent groan. "Fuuuuck." These aren't the actions of a normal human being. You're starting to think that the ex-mafioso might be genuinely touched in the head.

>rolling 2d8 for nonlethal fall damage
>>
Rolled 20 + 4 (1d20 + 4)

>>5104646
>>
>>5104648
Damn, Melvin really is a crack shot.
>>
Rolled 3 + 4 (1d8 + 4)

>>5104646
>Schwarz has been dealt 10 damage, -2 from toughness
>Schwarz has 10/34 HP left!
>Schwarz will have a limp, slowing his walking speed for 1d8+4 days! This can mitigated by putting him in a wagon or getting a mount.
>>
>>5104651
It's his gestalt seethe-field greasing the wheels of reality.
>>
>>5104648
That's a critical success. Does anyone else want to roll to see if it's a double crit?

Also, for the shot, which should it be?
>Lethal
>Nonlethal
>>
>>5104657
>Lethal
It's cooler.
>>
Rolled 14 + 4 (1d20 + 4)

>>5104657
>Nonlethal

That's Neilson's friend and more importantly a useful minion.
>>
>>5104657
>>
>>5104662
ok i did that wrong

captcha :runup
>>
>>5104660
>>5104661
I'll change my vote to
>Nonlethal
>>
>>5104657
Nonlethal, out of respect for Neilson.
>>
>>5104666
dice+xdxxx+modifier in options. So for 1d20 it's dice+1d20
>>
>>5104676
thank you :)
>>
>>5104648
>>5104661
>>5104662
>>5104668
>>5104674
>20+4,14+4 vs 14
>CRITICAL SUCCESS

Frustrated by the incompetence of your minions, you unsling the crossbow from your shoulder, instinctively accommodate for wind-drift, and shoot, all in about three seconds. The quarrel goes into Richard's leg, hopefully missing the vitals, and he collapses immediately, crying out in pain. Groshnak reaches him moments later, recognizes the quarrel as yours, and cries out a string of orcish you can't comprehend. You can't tell if he's praising your skill or mourning himself. Maybe both. You realize that you've finished your meeting with the black dyad, though perhaps not how you intended.

>+14 XP, 49/50 XP
>I insist I'm not stiffing you. The XP total is legitimately 1 short of next Level.

What should you do with your captives?

The fat man?

>Kill him with Espurgat's dagger.
>Torture him for fun. Maybe as a sacrifice.
>Drop honey in the dirt and watch him eat it.
>Keep him alive, he could be useful.

Gawain?

>Kill him with Espurgat's dagger. His soul might be valuable.
>Torture him slowly, for daring to defy you. Possibly as a sacrifice.
>Attempt to stitch his severed ear back onto his head to earn his loyalty.
>Force-feed him honey. You'll have him eating out of the palm of your hand.
>Let him live and do nothing. He's earned nothing from you.

Schwarz?

>Kill him with Espurgat's dagger. His retardation frustrates you.
>Speak with him and attempt to gauge roughly how functional he is.
>Let him live and get him a spot in the wagon until his limp heals.
>Let him live and do nothing. He'll earn his own keep or leave.

Richard?

>Scold him for daring to defy your will for a second time.
>Get him a spot in the wagon until his leg wound heals.
>Leave him be. Neilson can help him out on his own.

While you're at it, is there anything you want to do with your minions? Neilson seems morose and Groshnak and Sadie are both frustrated with themselves, albeit for different reasons.
>>
>>5104679
>Torture him for fun. Maybe as a sacrifice.
>Attempt to stitch his severed ear back onto his head to earn his loyalty.
get sadie to try it, or could try it ourselvses for a laugh
>Speak with him and attempt to gauge roughly how functional he is.
>Get him a spot in the wagon until his leg wound heals.
>>
>>5104679
Schwarz' size is intimidating enough that he can live... for now. Odds are he's more useful ordinarily because Gawain wouldn't have brought him otherwise. Have Groshnak and Neilson patch Richard up... and let's tie Gawain up, tell him to watch, and drop a bit of honey into the dirt in front of him all in view of the fat man.

While the fatman goes hogwild for the honey, say: "You dyad folks are always after the next big high, the most addictive substances known to man the gods. I think I have just the thing right here and was hoping you and yours would be willing to help with distribution, but then you had to be unreasonable."
>>
>>5104679
The fat man?
>Simply execute him, he's just dead weight.
Gawain?
>Make him bargain for his life (and perhaps ear).
Schwarz?
>Speak with him and attempt to gauge roughly how functional he is.
>Let him live and get him a spot in the wagon until his limp heals.
Richard?
>Scold him for daring to defy your will for a second time.
>Leave him be. Neilson can help him out on his own.
>>
>>5104679
>Drop honey in the dirt and watch him eat it.
>Force-feed him honey. You'll have him eating out of the palm of your hand.
>Speak with him and attempt to gauge roughly how functional he is.
>Scold him for daring to defy your will for a second time.
>>
>>5104680
>>5104681
changing mine to this, although lets still try sew his ear back
>>
The fat man
>Kill him with Espurgat's dagger.

We have too many captives and the fat man is the least useful.

Gawain
>Attempt to stitch his severed ear back onto his head to earn his loyalty.

I like him and Melvin has in the past shown some respect for evil strength.

Schwarz
>Let him live and get him a spot in the wagon until his limp heals.

Schwarz may be stupid but at least he was smart enough to listen to us, which makes him the smartest of the bunch.

Richard
>Scold him for daring to defy your will for a second time.

He'd probably be more effective as Neilson's minion then ours considering how much of a coward he is.

Neilson
>Explain to him how grateful he should be that we aren't torturing his friends to death. Yet.

Groshnak.
>Promise him a real chance to prove himself soon.

We should raid that nearby homestead. Just like the good old days.

Sadie
>Have her raise the fat mans corpse. Just for a laugh.
>>
>>5104687
Sadie does need something to do, so might as well.
>>
If you get too many NPC followers, I'll say +10 or so, they won't be members of your party, they'll be abstracted as prisoners or minions. You'll have an abstracted warband of X amount of Y, with a named character or two managing them, and a party consisting of bodyguards/lieutenants/anyone you find interesting enough to be around on a regular basis. Sooner than expected to approach small warband levels but The Authority sped things up. Both for and against you. All in good, no wait- evil time.
>>
Also, Happy New Years everybody. Here's to hoping this year's better than the last, hahahaha.
>>
>>5104694
I wish you a very EVIL and NEFARIOUS year QM!!!
>>5104688
Supportan
>>
>>5104694
Happy New Years, QM. I hope so, but I have a feeling it's going to get worse before it gets better.
>>
>>5104683
changing to
>>5104688
>>
>>5104694

Thanks QM. Happy New Year to you too.
>>
>>5104679
>Torture him for fun. Maybe as a sacrifice.

Save the honey for the town well or to addict slaves.

>Attempt to stitch his severed ear back onto his head to earn his loyalty.

Though he'll still have to prove himself worthwhile to continue living, as he is naturally prone to resist our Authority. Once he proves loyal then all will be well, but we'll have to go on some raids and do some chatting with our new found minions to secure the loyalty of the new spate of not-yet-loyal peons.

>Let him live and get him a spot in the wagon until his limp heals.

He is strong and skilled if a little retarded, he'll be a good minion and he was ready to turn on his boss for us, but we'll have to watch him, can't trust traitors readily.

>Scold him for daring to defy your will for a second time.
>Get him a spot in the wagon until his leg wound heals.

He's Neilson's friend, having him alive will be good for Neilson's mental state and hopefully they will see following us will eventually garner them greater rewards than the mafia, or they can die trying to defy us.

>"Cheer up buddy, your weakling friend is back, the more the merrier, right?"

To Neilson.

>Reassure Sadie that she is showing initiative, and once we get some corpses then her zombies will make good additions to the traps in the lab or as cannon fodder for us. Tell Groshnak to relax, we'll go on a raid soon.
>>
>>5104694
Happy New Years and thanks for a great quest.
Do you think it's time to move to a new thread?
>>
>>5104694
Happy New Years QM!
>>
Thread is currently on page 6, btw. But we have just more or less finished the current arc.
>>
>>5104679

Fat man? I had previously voted to hold onto him, but with Gawain in our custody, I don't see much point.

>have the boy kill him with E's dagger (should be easier to convince him now that the fat man is a despicable honey fiend), then slice up some hunks of his flesh to give to the honey demon for food. Turn corpse over to Sadie for use.

Gawain? Much more useful to keep on the honey hook given his status as mid-level Dyad guy.

>Force-feed honey.

Schwarz? He seems to be a moron but even morons have uses. We'll need him for the virgin raid later.

>let him rest up on the wagon and have Sadie bind his ankle to speed up healing.

Richard?

>same thing, let him rest up on the wagon, have Sadie bind wounds.

Also, let's make a point to carve our sigil into the new captives.
>>
>>5104679
>>Torture him for fun.
Just torture, we will put him together with the people we will capture in the farm after the raid, and sacrifice all of them at the same time. We need gains now, we are still very weak, so we need corruption and xp. A more devious and larger sacrifice should help us in that regard.


>Attempt to stitch his severed ear back onto his head to earn his loyalty.
This is an act of incredible mercy.
Still beat him afterwards in the ribs for dare to insult us, making it clear we are the leader and we might just kill him. But we save him because we want to see if he can he useful, and if he can serve us.

>Let him live and get him a spot in the wagon until his limp heals.

He has gained something, congratulate him for that. But remind him he now serve us, forever and ever. If he betray us we will kill him in a horrible way.

>Scold him for daring to defy your will for a second time.
>Get him a spot in the wagon until his leg wound heals.

Much the same to the other two. They serve us forever and ever. Their lives are ours. Our will cannot be questioned. We are POWER, and they will obey. Put an hand on his throath for make him understand we could dispose of him and his friends whenever we want.

>Nelson
Put an hand on Nelson shoulder and shake him, he s friends are all alive at the moment. Yes they might have gain some of our ire for defy our will, but they can serve us now, make the right choice, like you Nelson. Under me there is much to gain, look at what all the wagon has for example There will be more .... such as what we will gain from that farm he has seen.

>Sadie
There is no reason to be frustated. She doesn't know much about using weapons, she didn't know much about necromancy before we found that diary. She will learn and serve us better.

>Groshnak
He didn't flee and he obeyed, doing what we wanted. That s not enough though. Today we will raid another farm, prove yourself there Groshnak. Fight, kill, maim and capture my preys.


///
Ah for the moment take all their weapons and equipment from them, and see if they have written orders and coins. Check the fatman too. Could we use authority for see if they will bow their heads at us ? It should be fun.
>>
>>5104679
>Drop honey in the dirt, piss on it, and watch him eat it.

>Attempt to stitch his severed ear back onto his head to earn his loyalty.

>Speak with him and attempt to gauge roughly how functional he is.
>Let him live and get him a spot in the wagon until his limp heals.

>Scold him for daring to defy your will for a second time.
>Get him a spot in the wagon until his leg wound heals.

>Pat Neilson on the back. He did good, standing by us instead of his pals. That's probably what saved them.

I will not lie, that comedy of errors was some really funny shit.

Happy New Years QM!
>>
>>5104467
>>5104502
>>5104535
Weak.

>>5104646
>>5104637
>>5104633
This cavalcade of hilarious, slapstick failure was pretty amazing, though. Wow. Wow. Not even mad, just laughing my ass off. But, as usual, we won in the end.
>>5104679
The fat man?
>Keep him alive, he could be useful.

Gawain?
>Torture him slowly, for daring to defy you.
Millcrack his legs. Then:
>Kill him with Espurgat's dagger. His soul might be valuable.

Schwarz?
>Let him live and do nothing. He'll earn his own keep or leave.


Richard?
>Scold him for daring to defy your will for a second time.
Slice his nostril, recarve our symbol, hand him off to Neilson to nurse and to recruit to our cause (or else).

Neilson?
>Congratulate and praise. MVP as usual. Promise his little buddy can live, if he can get him on-side. Make it clear what will happen if he fails. Carrot and stick.

Sadie?
>Laugh at her, slap her ass, tell her she's lucky she's tight and smart-as-a-whip because she ain't no soldier.

Gorshnak?
>Look him in the eye, sigh, shake our head solemnly. Next time.
>>
>>5104679
I can support >>5104929's minion interactions, just not the PoW ones.
>>
>>5104679
The fat man?
>Torture him for fun. Maybe as a sacrifice.

Gawain?
>Torture him slowly, for daring to defy you.

Schwarz?
>Kill him with Espurgat's dagger. His retardation frustrates you.

Richard?
>Kill him. There are no third chances here.

Neilson
>Congratulate and reward him with something

Sadie
>Slap her thin arse and fuck over the corpses

Groshnak
>Kill him for being useless
>>
>>5104680
>>5104681
>>5104683
>>5104686
>>5104687
>>5104688
>>5104696
>>5104699
>>5104701
>>5104793
>>5104795
>>5104903
>>5104929
>>5104936
>>5105009
The fat man is pathetic but he has his uses. Namely, a demonstration. You snatch Gawain’s severed ear from Schwarz’s hand and drag the mafioso off the side of the road, to where both of your captives are visible. He stares, mute with pain, and doesn’t struggle as you bind his hands together. You whisper into his ear and pull the honey jar from the sack, so that it’s visible to him, the fat man, and the boy. The honey victim’s eyes widen but he knows better than to risk speaking. “Do you see this?” The thief glares in confusion. “H-Honey?” You shake your head.

“No. This.” You take a dollop of honey using the spoon and dab it onto the ground, in the mud. Nobody reacts as you pull down your trousers and piss onto the ground. You pull them back up, close the honey jar, and put them away. You tilt your head to the fat man, giving him permission, and he throws himself onto the ground, straining in desperate mania and licking the dirt without hesitation. Gawain stares. “You dyad folks are always after the next big high, the most addictive substances known to man and the gods. I think I have just the thing right here and was hoping you and yours would be willing to help with distribution, but then you had to be-“ You breathe hot air on the wound and he winces. “-unreasonable.”

He doesn’t react, staring ahead. You watch the piggy struggle for a couple of minutes more, then you pull him from the ground and spit in his face. “You disgust me.” He closes his eyes, running his tongue in his mouth for the faintest trace of the honey. You take a dagger, grab his hand, and cut off the trigger finger he used to shoot at you during the wagon fight. “AGH!” You throw it onto the ground, stomp it into the mud, and laugh at his weeping. It doesn’t matter. You’ll sacrifice him later.

>+1 bonus scumbag XP, 50/50 XP to Level 5

You feel the thirst for murder in you has reached a fever pitch. As the mafioso watches this and slowly grasps the cruelty you’re capable of, you take the severed ear and shout for the necromancer. She comes, still fumbling with the crossbow, and you speak bluntly. “You failed to contribute anything during the fight. That doesn’t matter, you aren’t trained to fight and I wasn’t expecting you to. You will in the future, far more than any one crossbow could. For now, take Gawain’s ear here, and stitch it back onto his head.” She stutters. “A-Are you sure? I’ve never done anything like that, only-“ You talk over her. “Did I say for now or wait for later? Do it.”

>roll 12,16,20 or higher on 1d20+2
>>
>>5105022
You approach Schwarz, who’s fumbling in an attempt to use his club like a walking stick. “YOU.” He looks at you with a slack-jaw. “Uuuh…” “Why did you join me?” “Uuuh, I uuuh, I- I just like ta… ta kill people. My fav’rites is... duh townies ‘cause dey can’t fight n’ make funny noises buuuht, buuuht dey, dey-“ He swings his arm, agitated. “-say, NO, Schwarz, you can’t. Pallydins will kill you. Fuck. Dey dum-dums. We just… uuuh… why dun’ we just, just… uuuh, kill da Pallydins too? Dum-dums.” You look into his dim, uncomprehending eyes and it slowly dawns on you that this man may be legitimately retarded.

>Schwarz is Severely Retarded: Intellectual pursuits are 10 times more difficult for him, he’s incapable of articulate speech or basic mathematics, and shouldn’t be trusted with sharp objects unsupervised. Commanders containing more than a single syllable may be misinterpreted and unless threaten or restrained, he will obey his instincts without hesitation. On the upside, he’s too dimwitted to scheme against you, morale checks are half as difficult to pass as they otherwise would be, and he receives a +4 to resisting attempts to supernaturally influence his mind, not out of any exceptional willpower, but simply because there is so little for the power to latch onto.

You make a snap decision. This man’s lack of intelligence clearly doesn’t extend to his skill for combat or ability to exercise, so if he keeps this mindset and you can steer him in the right direction, he should be able to go far in your service. “Yes… they are “dum-dums.” By choosing to join me, you’ve proven that you’re the wisest of you three. You’ll be riding in our wagon until your limp recovers. Do you understand?” The wrinkles on his forehead lengthen as he thinks deeply. “Do you have horses? Horse-uhhh- h-horse-meat is good.” You shake your head. “No. We have mules. You won’t touch them either.” “Oh.” “Carry on.” You leave Schwarz to his own devices and find Richard, with Neilson leaning over his shoulder and trying to console him. “Listen, it’s gonna be okay man. We’re gonna figure somethin’ out, alright?”

“Richard. You are a fool for daring to defy my will a second time. Do so again, and you’ll find that I am not only skilled with a crossbow.” The baldheaded thief winces. “I-I…” You shake your head and clap Neilson on the shoulder. “Cheer up buddy, your weakling friend is back, the more the merrier, right?” He nods. “Y-You're right…” You pat him again and speak. “Things’ll be better. They earned my ire for daring to defy me, but in time, they’ll come to learn the rewards to be found in my service. Rewards that you, too, will come to enjoy.” He can’t look you in the eye, only murmur. "Y-Yeah.”
>>
>>5105026
>>5105024
You find the orc collecting his javelins, shake your head disappointedly, and grunt a single word. “Soon.” The worried look on his face fades, replaced with a hunger for death. Soon, he’ll be able to prove that he can amount to something, or that he’s more worthless than a retard with a stick. That farm is waiting for you, and the outlands too.

>You’ve reached Level 5!

>roll 1d10 for extra HP

>Choose 2 stat boosts:

>+1 Dodge
>+1 Toughness
>+1 Combat Skill

>You've mastered a dirty trick to use in combat instead of a regular attack. This happens every time you reach the next Level. It's second nature to one of your mind. Choose one: Ear Rip, Finger Snap, Eye Gouge, Gut Shot, Ankle Stomp, Joint Break, Knee Kick, Leg Sweep, Shoulder Throw, Weapon Steal, Bite, Taunt, Spit, Pocket Sand, Choke, Kidney Punch, Artery Slice.

>Choose 2 new perks, these can be stacked:

>You've mastered yourself further and can choose a bonus stat boost.
>You've mastered an extra dirty trick and can choose a bonus one from the list.
>You've honed a few of your skills. Choose one to get +2 bonus to: Sneaking, Lockpicking, Pickpocketing, Torturing, Deception, Intimidation, Cooking, Woodcraft, Forging
>You've corrupted your soul even further. The evil in you has festered so sickly that deeds that even you would’ve hesitated to perform are now of no more significance than scratching an itch. Deep in your soul, a vile distortion of all that is good and righteous has begun to fester. If you focus, this can be channeled through your attacks for an unholy smite, inflicting 1d2 damage against neutral targets and 2d2 against the good.
>You’ve reinforced The Authority. The blessing of the black stars given to you by a once-in-a-lifetime alignment, it is of so vile a source that no act any single mortal could accomplish would deepen its taint. Instead, you sacrifice a part of your potential to strengthen the aura that now surrounds you. (You improve The Authority. This can only be chosen once per Level. Choose one: PRESENCE(2). COMMAND(1). SILENCE(1). No matter your choice, The Authority reflects a deeper malice, one that will be recognized by friend and foe alike. To improve an already strengthened aspect of The Authority, you must spend 2 perk points)
>You may choose 1 new flaw to choose 1 more perk, this may be random for 2:
>Vulgar, Smug, Money-Grubbing, Lewd, Jealous, Always Hungry, Frustrated, Lazy
>>
>>5105026
>tfw autocorrect

>>5104702
>>5104705
I figure we'll move to a new thread after the farm raid, if you want to attempt that in your current conditions.
>>
Rolled 1 + 2 (1d20 + 2)

>>5105022
>>5105026
... The fuck did Gawain bring Schwarz if he was this dumb? Maybe he's a savant at murder.
>>5105030
Level 5 Hype! Someone else can do the d10. This is for Sadie's attempt at fixing Gawain's ear.

>x2 Dodge
>Eye Gouge
>+ Intimidation
>Authority: Command

Hm. Let's go ahead and go with a level in Smug for +1 Combat Skill (I was torn between this and extra stealth).

>>5105034
I'm personally not sold on the farm raid. I'd rather hit the town again; poison the well, maybe steal some more gear from the smithy to outfit our new set of minions and desecrate/steal books from the temple.
>>
>>5105040
Guess Gawain's going to be ol' one ear from now on. And it'll probably fester. RIP.
>>
>>5105030
>2x +1 Combat Skill
Finally get that Bo3
>Kidney Punch
>You've corrupted your soul even further.
>COMMAND

Funnily enough, I would've picked up SILENCE and the lewd flaw had just to round it out. Oh well.
>>
Rolled 3 (1d10)

>>5105030
Assuming we can ambush the farmers in the field? I'd say we go for it.
>>
>>5105030
>+2 Dodge
>+1 Combat SKill
>Weapon Steal
>Pocket Sand
>+2 Torturing
>Authority: SILENCE
>Take Flaw: Smug
>>
>>5105030
>2x combat Skill
>Eye Gouge
>Presence (2)
Let's make people piss themselves in sheer terror of us.
>>
>>5105065
Considering that we're going to be raiding after this, Presence (2) might not be that bad of an idea.
>>
>>5093553
Reminder that QM explained the basics behind Silence, Command, and Presence in the quoted post.
>>
>>5105040
Depending on the new moon, sacrificing the temple kid on the Noble altar and then raping the other virgins does sound kino, but then I'd start worrying about the Paladins really taking notice of us and sending out a dedicated hunting party.
>>
Rolled 5 (1d10)

>>5105030
>+2 Dodge
>Eye Gouge
>+ Intimidation
>Authority Silence
I have always wanted smug or lewd as flaws
>>
>>5105030
>2x combat Skill
>Eye Gouge
>Intimidation
>You've corrupted your soul even further.
>COMMAND
>Flaw: Smug
>>
>>5105040
Right, you can also strike the town. There are a few sites of interest-
>The stables
>The shop
>The smithy
>The guard tower
>The suspected virgins
>The tavern
>The wells
>The temple
>The houses
>The local late-sleepers
Any or multiple of you could strike. You could also make a crack at the farm and the town in a single night, to blitz them, as if any escaped from one they either wouldn't think to warn the others or wouldn't be able to by the time they reached them.

>>5105056
It's early in the night so they'll be sleeping and have a watch, but that watch likely isn't on high-alert given that the rumors of your deeds didn't effect the local region much. If you feel the need, you can leave some minions in reserve to surround a target and have an easier time catching those fleeing, though that renders them less able to readily respond if you need them at yourself and there's always a risk of a lucky escape. Having mounts could mitigate this and if everyone had one, would significantly speed your traveling. Finding a horse that could fit Groshnak would be an ordeal but he can fit in the wagon on his own.
>>
>>5105030
>Choose 2 stat boosts:
+2 Combat Skill
>You've mastered a dirty trick to use in combat instead of a regular attack.
Eye Gouge
>Choose 2 new perks, these can be stacked:
>You've honed a few of your skills.
Intimidation
>You've reinforced The Authority.
COMMAND

I don't think flaws are worth it, we're already unstable enough.
>>
>>5105169

Guys, I would probably campaign for kidnapping those virgins and then high-tailing out of the local area.

We definitely DON'T want to attract Paladin attention and we've accomplished our main goal with Gawain in custody.
>>
>>5105030
>+2 Dodge
>Eye Gouge
>COMMAND
>Soul Corruption
>Intimidation
>Smug
Dodge to shore up our defense, soul corruption for damage and the promise of greater evil to come, COMMAND and intimidation to keep getting our way and smug flaw because we already have it.
>>
>>5105181
>I don't think flaws are worth it, we're already unstable enough.

Agreed. Gaining a flaw for a +1or2 on a skill or a dirty trick is just waste.
>>
>+2 Combat Skill
> Kidney Punch
>You've corrupted your soul even further.
>Presence
>Take Flaw: Smug

Command would also be fine and wouldn't need a flaw to pay for it and corruption. Silence seems kind of pointless due to our high stealth.
>>
>>5105042
Good old fire will help his ear, or it will be fun for us.
I think the farm raid would help us. Farms are relatively easy and isolated, more importantly with farmers+their families and the fat man it s enough for do a bigger sacrifice than usual. Paladins wouldn't hear rumors of it anytime soon, so they should still travel towards the crypt. More importantly we could raid the town tommorow night, paladins are likely slower than the mafia party unless they are hunting someone. We will see what we will go for


>>5105030
>+2 Combat Skill
> Leg Sweep
>You've corrupted your soul even further.
>Command
>Torturing
>Take Flaw: Smug

>>5105279
Our aura of evil can likely still be sense or feel by holy/faithful people, in some way even with high stealth, silence would be useful for being noticed less or used as a surprise.
>>
>>5105030
>+1 Combat Skill
>+1 Combat Skill
>Shoulder Throw
>You've corrupted your soul even further. The evil in you has festered so sickly that deeds that even you would’ve hesitated to perform are now of no more significance than scratching an itch. Deep in your soul, a vile distortion of all that is good and righteous has begun to fester. If you focus, this can be channeled through your attacks for an unholy smite, inflicting 1d2 damage against neutral targets and 2d2 against the good.

>You’ve reinforced The Authority. The blessing of the black stars given to you by a once-in-a-lifetime alignment, it is of so vile a source that no act any single mortal could accomplish would deepen its taint. Instead, you sacrifice a part of your potential to strengthen the aura that now surrounds you. (PRESENCE) or (SILENCE) if we choose not to get a FLAW and cannot afford PRESENCE 2

>Smug
>>
>>5105030
>+2 combat skill
>pocket sand
>soul corruption
>presence 2
>lewd
>>
>>5105040
>>5105052
>>5105059
>>5105065
>>5105116
>>5105155
>>5105181
>>5105236
>>5105279
>>5105301
>>5105533
>>5105588
>Soul Corruption: (3/5)

You sense that your power has grown considerably. You take a deep breath. The feeling deep inside of you, that suffocated and screamed after you murdered Gilberd’s wife and child has changed. Now it’s not struggling anymore. It’s become warped, hateful to the world and every sign of nobility in it. The presence is a hungry and violent thing, reaching through your weapons to make itself known and take fell vengeance on those with the audacity to exist and yet be righteous. Beyond that, the darkness in your soul has consolidated its territory, such that your voice now demands obedience with an iron fist. You sense that if you aren’t stopped, and soon, these will be but a taste of what is to come.

Chosen by the black stars, followed by several minions, and on-track to making the Paladins march on the warpath… It’s enough to make a man feel smug.

>Level 5 Evil Fighter (Brute)
>You have 41/41 HP, 0/60 XP to reach Level 6
>You’ve reached Level 5, each 5th Level, you gain an additional damage dice to each physical attack (2dX for each physical attack)
>You have +6 to hit and +6 to damage from martial skill
>You have a Dodge of 13, enemies need to roll 13 or higher to hit. Each time you're hit in 1 turn Dodge drops by 1d4 and resets at the start of each turn.
>You have Toughness of 1, enemies do -1 damage when hit, applied after damage reduction from armor.
>>
>>5105841
>You have 1 sign of corruption:

>The Authority: After the black stars aligned and you were caught in their light that should not be, you've been given a claim to the informal ranks of unholy royalty. All that you have to do now is claim your throne and hold it. The personal magnetism that surrounds you is superhuman and fundamentally evil. This does not directly effect your charisma and related skills but radically changes the effect they and you have on others.
>PRESENCE(1): The stain on your soul has darkened and the malice in you spills into the untainted world like ink from a shattered vase. Now, only the brave and foolish can stay unshaken, and only the truly strong-willed remain unaffected. Most will panic or freeze in place at the sight of you. To the good, you inspire fundamental revulsion, to the neutral, primordial terror, and to the evil, a statement of dominance that demands either submission or challenge.
>COMMAND(1): The stain on your soul has darkened and the malice has pooled, seeping into your tongue and spirit, such that the very souls of those who hear you are stricken. At your will, you may pour the rancor of the black stars into a word so foul and mighty that those who hear it are compelled to obey. This must be a single, simple utterance and can only be done once per minute, but only the truly noble are guaranteed to resist.
>>
>>5105843
>You have 6 abilities: Crotch Grab, Spine Snap, Decapitate, Eye Gouge, Detect Evil, Unholy Smite

>Crotch Grab: In combat, you can spend 1 attack to attempt a Crotch Grab, rolling to attack with bonus from combat skill against a male enemy who receives a +8 Dodge bonus. This bonus is halved if the enemy is grappled or has been hit during that turn. If the attempt is successful, the target takes an immediate 1d10 damage per Level and is stunned for 2d4 turns if they can't pass a difficulty roll of 16+damage total, applying Toughness bonus. If they survive, 1 in 6 odds they aren't permanently gelded. If a Crotch Grab is attempted and failed, next turn Dodge has a -4 penalty from overextending.
>Spine Snap: In combat, you can spend 1 attack to attempt a Spine Snap, rolling to attack with bonus from combat skill against an enemy, as standard. If you are successful, you grapple the enemy, immobilizing them, prone with your knee against their back, and forcing them to either attack you, attempt to break free, or skip their turn. If they attack, they roll against a +4 Dodge bonus applied to you from the size of their weapon at point-blank range, if the enemy is using a short weapon or are unarmed this Dodge bonus is instead a penalty. If they attempt to break free, you must roll against each other again, them breaking free on a success or remaining pinned on a failure. The first turn they're pinned, the enemy takes 1d4 damage, the damage size growing each turn, to 1d6, 1d8, etc, applying bonuses. If the enemy is unable to break free, if they suffer 12 HP or half of their HP in damage, whichever is first, their spine is snapped, immediately dropping them to 1 HP, halving their max HP, stunning them for 1d20+10 turns if they can't pass a difficult roll of 20, applying toughness bonuses, and permanently crippling them from the waist down.
>Decapitate: In combat, you can spend 1 attack to attempt a Decapitate, rolling to attack with bonus from combat skill against an enemy who receives a +8 Dodge and temporary +2 toughness, +1 per level. On a hit, if more than half the possible damage is done on any roll, the target is beheaded and slain on the spot. There is no hope of recovery, short of direct supernatural intervention or rare inherent abilities.
>Eye Gouge: In combat, you can spend 1 attack to attempt an Eye Gouge, rolling to attack with bonus from combat skill against an enemy who receives a +4 Dodge bonus. If the attempt is successful, the target takes an immediate 1d4+combat skill damage, is stunned for 1d4 turns if they can’t pass a difficulty roll of 14+damage total, applying Toughness bonus, and on a base damage of 2 or higher, are permanently blinded in the gouged eye. If both eyes are gouged, the target is permanently blinded.
>>
>>5105845
>Detect Evil: At will, you can focus and sniff deeply, to detect the rough degree of someone's level of evil, their lack of evil, or their opposition to it, good. Most people are neutral and have scents so faint you can't assign them to one or the other. Adventurers and eccentrics trend to moral extremes. Even if you aren't focusing, paladins reek of holiness and are immediately recognizable. Your aura is also immediately recognizable. Far more than most, even.
>Unholy Smite: At will, you can draw on the flicker of true corruption in your soul, channeling its raw malice into your strikes. If you focus, this can be suppressed but is otherwise instinctual and automatic. This inflicts 1d2 damage against the neutral and 2d2 damage against the good. The evil suffer no additional damage but the ability to do this inspires fear, and respect, among those who follow the path of ruin and spurn the noble gods.


>You have 2 skills: 2+4 Stealth, 4 Intimidation, 2 Deception
>You have Expertise in Stealth, Intimidation, and Combat, allowing you to take the best of two d20 when relevant, though crits take precedent.

>You have 1 flaw:

>Smug: You’re pretty great, aren’t you? You know it and everyone else should know it too. If someone implies themselves to be your superior, you must pass a difficulty check of 10 on 1d20 or demean them. Likewise, if someone is clearly your inferior, you must pass a difficulty check of 10 on 1d20 or demean them. This can vary from a smirk, to an insult, to an attempt at murder. The specifics are your choice but must be apparent to the target. This impulse only applies once per encounter and not to those you’re around regularly.
>>
>>5105846
You finish contemplating your newfound strength and seek out Sadie, to see how well stitching Gawain’s ear has gone. It’s in three pieces, blood is everywhere, and the needle’s in her hand, bent, with nearly a spool of thread sewn into the side of his skull. The mafioso is unconscious and she looks rather agitated. “What happened here?” She glares at you and attempts to finish stitching the wound shut. “Someone couldn’t hold still or keep his mouth shut. I warned him but he jerked at just the right second and tore his own ear in half, o-or the stitching anyway I made anyway, the idiot already had it torn to pieces.” You look at Gawain and wince, not in sympathy, but because that might happen to you if you ever fought someone who wasn’t afraid to grab and pull.

>Gawain has been Maimed: His Left Ear is missing. This gives him a -4 to sound-based perception and seduction attempts, unless the ear is hidden or the target is into that.

What do you want to do about Sadie’s failure?
>Praise her. The bastard had it coming.
>Ignore it. You don’t care about him.
>Scold her. She’ll have to make up for it.
>Punish her lightly. She won’t eat for a week.
>Punish her fairly. She’ll lose her ear, too.
>Punish her harshly. She’s losing body parts.

After that’s settled, you move further from the road to regroup. The night is still young and you still have a jar’s worth of honey and a handful of minions and prisoners of various loyalties. Perhaps it’s worth leaving something behind before you go.

What do you want to do?

>Sneak into Dalhurst and do something terrible. Something fun, for you and not for them. There are a few possible targets >>5105169 and you have a strategy for them. (What is it?)
>Launch a raid on that farm. You need sacrifices, whether it’s for yourself or the ignoble gods doesn’t matter, you need innocent blood and they have it by the barrel.
>Hit Dalhurst and the farm, it’ll be a hurry but you’ll try to get both in one night. Which one do you want to hit first and what’s the plan?
>Enough of this nonsense and enough of this town. You’re packing the camp and leaving. The crypt-hunting Paladins could arrive any day now.
>There's no rush. You'll rest for tonight and get your new "friends" in order, though you aren't yet sure if they're minions of if they're prisoners.
>>
>>5105848
>>Ignore it. You don’t care about him.
Although praising her or thanking her for trying isn't out of the question.
>Sneak into Dalhurst
Let's fetch our virgins and stick a body and most of the honey in the well. Then let's get the fuck out of here.
>>
>>5105848
>>Praise her. The bastard had it coming.
>Sneak into Dalhurst
Get the virgins
>>
>>5105848
>Scold her. She’ll have to make up for it.
Sneak into Dalhurst and do something terrible. Something fun, for you and not for them. There are a few possible targets >>5105169 and you have a strategy for them. Throw as much honey as you can in the wells
>>
>>5105848
>Scold her and slap her ass. She’ll have to make up for it.
On her knees and between the sheets, if you know what I mean. To us, not Earless over there.

>Sneak into Dalhurst and do something terrible. Something fun, for you and not for them. There are a few possible targets >>5105169 # and you have a strategy for them. (What is it?)
Kidnapping our virgins and sticking a body and most of the honey in the well, as well as taking a piss and shit in there. After-
>Launch a raid on that farm. You need sacrifices, whether it’s for yourself or the ignoble gods doesn’t matter, you need innocent blood and they have it by the barrel.
We need more sacrifices, and Groshnak needs to redeem himself. Simple as.
>>
>>5105858
Supporting across the board.

>>5105848
See above.
>>
>>5105848
>Ignore it. You don’t care about him.

>Launch a raid on that farm. You need sacrifices, whether it’s for yourself or the ignoble gods doesn’t matter, you need innocent blood and they have it by the barrel.

Take all of our original gang including the kid, but leave the new black dyad guys, the thug seems loyal enough for now and all of them are injured, so they aren't going anywhere. Groshnak needs to let off some steam, we need to integrate the kid into our ranks and taint his soul with some killing, and Neilson still seems hesitant.
>>
>>5105875
I'd say we leave the kid, take fatty and Richard (give him a crossbow), and turn this into a pitched battle to help Groshnak level up.
>>
>>5105858
+1
>>
>>5105879
I just want to integrate the kid into our party slowly but surely. If we are worried about his safety he can fight from range or come in after we go in the first wave. The only reason I didn't choose to bring the black dyad guys is because they are all injured if I recall, and Richard specifically has a limp from our crossbow bolt going through his leg.
>>
>>5105921
Just a thought: maybe start him with ritual rites or executions at base, before we bring him into a situation where we arm him and turn our back to him? Test-running his loyalty in the middle of a raid seems like a good way to fuck up a raid real bad...
>>
>>5105848
>Ignore it. You don’t care about him.
>Enough of this nonsense and enough of this town. You’re packing the camp and leaving. The crypt-hunting Paladins could arrive any day now.
Get in with the dyad (brutalize their leadership and take their influence for ourselves) and confront the paladins on our own terms.
On another note, we should probably kill the fat man now.
>>
>>5105858
Support
Time for some action.
>>
>>5105848
>Ignore it. You don’t care about him.
As much as farming scumbag xp by tapping Sadie's ass is humorous, she is the designated necromancer, and finding someone both so eager to learn black arts, and able to, in the future that we can easily command (and is also a cute noble girl as a plus) would be difficult, so I'd lay off for a bit at least.
>>
>>5105925
Actually i will change to
>Ignore it. You don’t care about him.

Sadie is trying some things for the first time much like us : healing, necromancy, fighting. She is also been very useful and intelligent so far. We are lewding here though. Maybe the scolding can be more of a joke.
>>
>>5105848
>Ignore it. You don’t care about him.

>Sneak into Dalhurst and do something terrible. Something fun, for you and not for them. There are a few possible targets >>5105169 and you have a strategy for them. (What is it?)
>The suspected virgins

We explicitly know where two of the three virgins live. (Shop keepers daughter and girl on the outskirts of town). With the third one all we know is that they volunteer at the temple, not that they live there.

Groshnak and Neilson should go after the girl on the outskirts of town with Neilson breaking into their house and Groshnak waiting outside incase to provide backup incase things go wrong.

Melvin should go after the shopkeepers daughter because I'm more confident in his ability to escape from deeper inside town with his high stealth, combat skill and The Authority.

If everything goes as planned, we group up near the stables to steal some horses and ride out to:

>Launch a raid on that farm. You need sacrifices, whether it’s for yourself or the ignoble gods doesn’t matter, you need innocent blood and they have it by the barrel.
>>
>>5105932
If in our way during the night raid we can drop some honey in the wells or the corpses of the guards (if we have no choice but to kill them) it would no doubt give us some corruption points. Poisoning a whole town is wicked.
>>
>>5105922
Sure, that would be safer. Still, either is essentially forcing him to do it at swordpoint, and putting him in a kill or be killed situation except instead of only us possibly killing him it is a farmer that mistakes him for raider could force him to kill easier than just going "hey, abandon your morals and kill someone in cold blood right now or die". Though, to be fair, it could give him a chance to betray us, however thin, and he may take it even if he is unlikely to win.

I don't think the raid itself would go bad, since there are likely only farmers and retired miltiamen in these homesteads.

>>5105950
I second poisoning the wells with honey.
>>
>>5105848
>Ignore it. You don’t care about him.
>poison the well with the honey
>>
>>5105848
>Ignore it. You don’t care about him.
praise/thank her for the effort though
>poison well with honey
>Sneak into Dalhurst and do something terrible. Something fun, for you and not for them. There are a few possible targets >>5105169 and you have a strategy for them. (What is it?)
>The suspected virgins
>Launch a raid on that farm. You need sacrifices, whether it’s for yourself or the ignoble gods doesn’t matter, you need innocent blood and they have it by the barrel.
>>
I'll be busy with work for most of today. The update will be later but if you're around we should be able to finish this thread tonight and start a new one tomorrow morning.
>>
>>5105921
That's why Richard gets a crossbow, and the kid's too valuable to be given a frontline duty.
>>
>>5105927
I honestly don't care about Earless losing his, but more about Sadie failing to compensate. It's nothing to punish her over, just some scolding and rough fucking later.
>>
>>5105851
>>5105853
>>5105857
>>5105858
>>5105862
>>5105875
>>5105912
>>5105925
>>5105927
>>5105928
>>5105932
>>5106035
>>5106086
You ponder your thoughts and come to a violent conclusion. You haven’t sat on your ass for two fucking weeks just to slake your thirst on an unexpected struggle with the mafia. No, you want blood, the ignoble gods need sacrifices, and your minions are going to need food. You can get all of that at that farm and swing back into Dalhurst to swipe the virgins when you’ve got it out of your system. That, and you’ll be leaving a surprise behind. You aren’t sure how well honey mixes with water but it and a fresh corpse for good measure can’t hurt.

You’ll ignore Sadie’s incompetence for now but you have plans, plans within plans to implement later, alone in your tent, once you’ve gotten some distance between you and the Paladins. You consider your followers’ situation.

You’re in good condition, outside of that nasty gouge the thief gave you. You’ve had worse, it shouldn’t hurt you too much but it’ll take a couple of days to get better. (30/41 HP left)

Groshnak is barely bruised any more and baying for blood. (35/41 HP left)

Sadie is completely intact and has yet to learn how to fight outside of reanimating the dead. (8/8 HP left)

Neilson is looking meaner than the last time you’ve really took a look at him. There’s a black fire in his eyes. You don’t suspect he’ll disappoint. (19/19 HP left)

Tobias is a child, a very clever child with a knack for languages, but even a farmer with a stick could pose a lethal threat to him. (4/4 HP left)

The fat man isn’t even worth considering. You don’t know why you haven’t killed him yet. (2/6 HP left, Maimed, -4 to combat skill) Maybe you should. Espurgat’s dagger is right here, you could do it right now.

>Slit his throat, plain and simple, +1 Soul (Espurgat’s dagger)
>Kill him with your regular longsword
>Don’t, not yet, he’ll be sacrificed

Schwarz is hardly in any kind of condition to be fighting for his own life, let alone anyone else’s. Still large and dangerous. (10/34 HP left, Limping: -25% dodge, -4 to chase modifiers)

Gawain is unconscious and going to wish he was dead when he wakes back up and doesn’t have an ear anymore. Should’ve known better than question you. Fool. (10/39 HP left)

Richard isn’t in the best condition and honestly, doesn’t look to have been too sturdy to start with. (6/13 HP left, Limping)
>>
>>5106989
You know for a fact that there are at least 6 adult men on the farm, at least 1 with a crossbow. Presumably they'd be willing to fight to keep their families from being sacrificed to the ignoble gods. They’ll be sleeping but likely to have a sentry on the lookout. You don’t think women and children will be a major threat but some might have the stomach to use a knife. Ever since your struggle with (and in) Gilberd’s wife, you don’t underestimate housewives. You consider your strategy. You have three crossbows, one from the blacksmith’s and two from the wagon you knocked over. All of them have ammunition to spare. You’re carrying one now but wouldn’t hesitate to part with it for a tactical advantage. Groshnak has his javelins as well, but it might be better to close in for immediate violence than risk giving them time to form a defense. You don’t know if there isn’t a retired militiaman, or worse, adventurer among them, but you imagine Neilson would’ve noticed the latter. The farmhouse supposedly doesn't have any obvious fortifications and is made of wood, so that's another angle you cold take. Just like good old times.

The circumstances are a bit open-ended to pare down to two or three choices. Who do you want to take with you and who do you want to leave at camp? Once you’ve got the raiding party sorted out, what’s the plan?
>>
>>5106991
groshnak and neilson, and maybe sadie on the sidelines. time for groshnak redemption arc
>>
>>5106989
>Don’t, not yet, he’ll be sacrificed

>>5106991
>Groshnak, Neilson; Sadie, Richard, Schwarz on crossbows.
>>
>>5106998
If no one else votes, consider me supporting this for expediency sake.
>>
>>5106989
>Don’t, not yet, he’ll be sacrificed
>>5106998 +1

Neilson's stealth should allow him to deal with the sentry, then with some luck we can get the farmer family while they are asleep
>>
>>5106998
This.

Hopefully Gawain learned his lesson and doesn't do anything stupid if he wakes up while we're away.

>>5106991
Consider my vote in support of vzzTcE/k
>>
>>5106989
>>Slit his throat, plain and simple, +1 Soul (Espurgat’s dagger)
>>
>>5107060
Oh, right, Piggy.

>>5106989
>Slit his throat, plain and simple, +1 Soul (Espurgat’s dagger)
Might as well. Alas, poor fat dude, we really fucked up your last few days of life.
>>
Rolled 21 (1d100)

>>5106998
>>5107002
>>5107037
>>5107043
>>5107056
You decide not to kill the fat man on the spot. He'll be left to live, until the victims for a mass-sacrifice are gathered. He, Richard, Gawain, and the boy are tied to different trees. Schwarz has been told to knock them over the head if he sees them fiddling with the ropes, except for the boy, who he is to restrain and scold before you return to punish him yourself. You'll be launching the farm raid with the same party that braved the crypt, with the absence of Wilson, you, Sadie, Neilson, and Groshnak. You, the girl, and the thief have crossbows, as well as Groshnak with his javelins, but your intention isn't to pick them off one-by-one from a distance. It's to kill, with as much thrill and as little risk to yourselves as possible.

You follow Neilson's directions as he leads you to the farm. With luck, they'll be unprepared for what's coming...
>>
>>5106989
Ask the fatman about his family first. Could be a fun time, getting them hooked and slowly becoming depraved. Definitely some torture, maybe a sacrifice. Tell him that and tell him he'll get some honey if he's honest with us. If he is, pour some honey and shit on it so he has his final meal.
>>
>>5107068
You find the farm northeast of Dalhurst, as promised. You spot three small buildings, what look to be two squat houses and a longer, crude granary. There's no sign of anyone keeping a watch or, judging by the bottoms of the doors, of any firelight inside. They might not even have a sentry out. Fools.

You and the others don't say a word. Sadie hangs back with her crossbow, while Groshnak stalks near enough not to risk being seen but to give a good vantage point for his javelins. Meanwhile, you and Neilson are creeping to their houses... Each picks a separate one, you intend to put down any hidden sentries before they can raise the alarm.

>roll 8,12,16 or higher on 1d20+6 for Melvin, best of 2
>Are you wielding Espurgat's dagger or a mundane dagger?

>roll 8,12,16 or higher on 1d20+4 for Neilson, best of 2
>>
Rolled 11 (1d20)

>>5107075
>Espurgat's dagger

Does more damage.
>>
>>5107075
Also, doesn't a +6 make it a Bo3?
>>
Rolled 20 + 6 (1d20 + 6)

>>5107075
>Espurgat's dagger
>>
>>5107080
Never fucking mind. Damn son, what have you been eating?
>>
Also, there was a mistake at >>5105841, your Dodge is 14, due to the near-majority wanting it and you having a perk point leftover from Smug.

>>5105040
There is a reason but you'd need to talk to Gawain about it when he wakes up. Back-to-back crit-fails on his first intelligence check also dropped what was going to be a dimwitted thug to a rung and a half below that.

>>5107079
Nope, that's at +8, as I mentioned here >>5078518
>>
>>5107082
Lucky Charms of course
>>
Rolled 7 + 4 (1d20 + 4)

>>5107075
I hope I waited long enough between rolls but here goes for Neilson
>>
Rolled 2 (1d20)

>>5107075
Same. Time to expedite.
>>
>Espurgat's dagger
>>
>>5107072
You pass out QM?
>>
Rolled 6 (1d6)

>>5107077
>>5107080
>>5107094
>>5107102
>>5107120
>11+6,20+6 vs 8,12,16
>CRITICAL SUCCESS
>7+4,2+4 vs 8,12,16
>SLIGHT SUCCESS

You stalk up to the door of the first house. You find that it’s rickety, thin, and, as you jiggle the handle ever-so-slightly, locked. You look at Espurgat’s dagger and improvise. CHINK. It cuts through the lock like butter and then you’re through the entryway, quiet as a ghost. You search the building and find that four of the six men are here, and several others too, eight, three of them children, two boys and a girl, two young women, and the rest of them, elders, two old men and an ancient woman. A cursory glance finds that, of the women, one is average and the other, almost pretty but not quite. You look at the men, they’re visibly hard workers, most of them family, and one is older than the others, with the telltale callouses of militia practice.

They’re utterly at your mercy.
>Bound and gag them, all the better for later.
>Slay them in their sleep. Espurgat will have their souls.
>Slay them in their sleep. Your dagger will be stained red.
When you’ve dealt with them, you move onto gagging the rest. Your hands are so precise that most don’t even wake up and your presence horrifying enough that the few who do stay silent. You leave the building. A flawless success a trained assassin could’ve been proud of. You see Neilson must still be in the other house, when you hear a distinct wailing sound. A crying baby.

You hear some shouting seconds afterward and the thief sprints through the door, his arms are covered in blood and his dagger’s dripping with it. The houses aren’t far apart at all, he runs to look at you and stammers. “There were two men, one’s almost a boy n’ the other’s his daddy, look identical. Ah killed ‘em both ‘cause the boy was sleepin’ next to a militia spear n’ his daddy had a crossbow slung on the wall n’ ah didn’t want to take no risks, b-b-but the-“ You stare. “The baby.” He nods. “Yeah, it cried n’ woke everybody. Ah ran n’ they saw me go but didn’t see the blood yet. Soon they’ll be-“ You hear cries of hysterical horror coming from the house. He looks at you and shrugs. “Ah'm sorry boss but wasn’t my fault, ah don’t think. They cry all the time but now they might be gettin’ ready to-“

>1-2: They attempt to fight
>3-4: They attempt to run
>5-6: They attempt to wait you out
>>
>>5107144
>Bound and gag them, all the better for later.
Oh hell yes!
>>
>>5107144
The door slams shut and you can hear the scraping of a bed being pushed into a makeshift barricade. Are they serious? You look to Neilson and he trails off. "...Huh. Ah thought for sure they was goin' to use the crossbow, but-" You interrupt him. "Who was inside?" He hangs his head, not completely committed to this. "Four children. A boy and two girls, didn't see which'n the baby was. Three women too, one a girl 'bout the boy's age, one probably his momma, n' an old crone." You both look to the house. It doesn't seem like they're making any attempt to escape.

"What should we do?"

>Burn them out
>Kick down the door
>Call in the orc
>Leave them there
>>
>>5107127
Nope, just a brief internet outage.
>>
>>5107150
>Kick down the door
We're aiming to take them alive, if possible.

>>5107151
Sorry to hear that, and glad that you're back!
>>
>>5107144
>Slay them in their sleep. Espurgat will have their souls.
>>5107150
>Burn them out
A classic.
>>
>>5107144
>Bound and gag them, all the better for later.
>>
>>5107150
>Call in the orc

He needs to get his rape on (among other things) before he can level up
>>
>>5107161
We'll give him the old women and the militia man when we're done. Give him a worthy opponent to kill.
>>
>>5107150
lets try out our new command move on em
>surrender
>>
>>5107150
Well, I'm not about to change my vote, but kicking down the door and calling the orc in is compatible, so I suggest you mix the two and get this moving, otherwise we'll likely to be here all night.

>>5107176
Also, +1 this. Might as well try it out before we kick the door down.
>>
>>5107176
Yeah that's a good idea.
>>
>>5107151
Another internet outage? We can finish this another time if you want?
>>
>>5107146
>>5107152
>>5107153
>>5107159
>>5107161
>>5107176
>>5107178
>>5107185
You bound and gagged them, so much the better to sacrifice later, before you left to meet Neilson. You can hear a racket inside, children being woken, calmed down, and made to scramble in a desperate bid to barricade themselves with materials they don't have, and you almost laugh. The lack of courage in their voices, the lack of fiery vengeance, the lack of any word but desperate wailing confirms it to you. These few are weak, of limb and will. Easily cowed. You will command and they will obey.

>roll 12 or higher on 1d20+4 to intimidate by Command, best of 2
>this would be much easier but they've already seen the thief's grisly work and are more prone to panicking than surrendering
>>
Rolled 11 (1d20)

>>5107205
Never mind >>5107204.
>>
Rolled 1 + 4 (1d20 + 4)

>>5107206
>>
>>5107209
Thank evilness we succeeded.
>>
>>5107206
>>5107209
>11+4,1+4 vs 12
>SLIGHT SUCCESS

You approach the house, clear your throat, and speak a single word with such monstrous malice that every voice inside is silenced.

>"SURRENDER."

The baby is crying, audibly, and everyone else is afraid, but an older woman raises her voice. "...No! W-We'll never give ourselves up to ba-bandits-" You kick in the door with a furious crash and see a stooped and wrinkled woman holding a crossbow in trembling hands. She looks you in the eye and stops cold, trembling, and drops the weapon with shaking hands. You feel almost as much as you hear heavy breathing behind you. Groshnak. The old hag's voice is shaking. "...a-any man that works with orcs is... is... we- we su-su-surr-" A younger woman, cowering in the corner with her children looks at you with tear-filled eyes and weeps. "-we give up. J-Just please don't hurt us."

Just like that, in under ten minutes you've subdued the farm and captured nineteen live prisoners.

>+5 XP, 5/60 XP to reach Level 6

You're frankly stunned this went off without a hitch. You didn't even have an actual fight at any point. The orc looks like he isn't sure if he's in ecstatic awe, on the brink of frenzy, or both. You aren't sure if you are either. You just know you're going to get plenty of use out of these.

What should you do?

>Gag and bind them all in one of the houses for now. Leave the orc to watch them while you hit Dalhurst.
>Lead them all back to the camp in a human chain. They'll have you moving slow and could waste much time.
>Pile them into one of their houses and set it on fire, while they're tied helpless. Dedicate it to... Ag'thudur or something.
>>
>>5107218
>Gag and bind them all in one of the houses for now. Leave the orc to watch them while you hit Dalhurst.

We'll sleep here for the night, before starting the fun. We get the best bed.
>>
>>5107218
could kill em all with espurats dagger.. how much might 19 souls buy us?

that or
>Pile them into one of their houses and set it on fire, while they're tied helpless. Dedicate it to... Ag'thudur or something.

maybe take the best looking girl as a sex slave for the group
>>
>>5107226
I'd rather we sacrifice most to ourselves, give Espurgat those that others will kill, such as Groshnak fighting the militia man as a worthy opponent after raping his wife, or the boy committing his first kill. The young women we'll rape, and we'll sacrifice the rest to us, with maybe the evil exception or two. Who should use Detect Evil before we decide our victims and who we'd like to keep.
>>
>>5107226
Also, only we get the best looking women as sex slaves, the others get passable to ugly to rape among themselves. We ain't running a charity here, they gotta work for the beautiful ones (hell, maybe even the ugly ones).
>>
>>5107218
Well uh, that was easy. I don't want to waste too much time before we get to Dalhurst and we really don't have long term use for any of these people.

>Pile them into one of their houses and set it on fire, while they're tied helpless. Dedicate it to... Ag'thudur or something.

Might as well see if we can get into contact with a new ignoble god.
>>
>>5107239
I would honestly prefer if we sacrificed them to ourselves instead of wasting time trying to sacrifice to another ignoble god that probably won't care about us until we're higher level. Make more sense to gain exp or dagger souls from this rather than a Hail Mary to have a god that passed us up notice us.
>>
>>5107245
That a good point. I'm sure there will be bigger opportunities to burn stuff in the future anyway.

Sure, let's sacrifice them all to us. Any ideas on how specifically we should that? Arrange them in the shape of the Black Stars and then decapitate them one by one? Or do something fucked up to grind Scumbag Xp?
>>
>>5107261
Something fucked up, grind the exp. We should begin with raping the women, force everyone to watch as we ravage all the young ones while Groshnak get the old ugly ones. Then we Detect Evil, see which ones are pliable, and set them aside to have them torture their friends and family in our name. Give Groshnak a Worthy Opponent in the militia man to kill with the ignoble dagger, after the orc rapes his wife and himself, and maybe do the same with the boy. After, begin the torture/sacrifice session in earnest, maybe a soul or two goes to Espurgat, but we should get the bulk of them and dedicate their pain and suffering to the ignoble gods again. We should als keep the hottest sex slave/s for ourselves and give the other men one to gangrape amongst themselves.

All this after we get our virgins, of course.
>>
>>5107218
Kill the baby and little girls with Espurgat's Dagger (the better for later bargaining). Allow Groshnak his choice of the women. All the male children, the old woman (assuming Groshnak didn't take her for himself) wind up in the house with the less valuables. Let's set it on fire as a nod of respect towards Ag'thudur as a fellow firebug. The remaining men we sacrifice towards ourselves with our own dagger.

If any of the men object offer them a chance to beat Groshnak in a bare-handed fight to save their family.
>>
>>5107283
A chance that we have no intention of honoring, by the by. At least that's the way I'd do it, but I'm a bit late to the party.
>>
>>5107261
>>5107283
Either way, that'll need to be done tomorrow, after we bag our virgins. For now, I'd suggest we
>Gag and bind them all in one of the houses for now. Leave the orc to watch them while you hit Dalhurst.
at least until we finish our business in Dalhurst.
>>
>>5107285
QM said it was fairly early in the evening when we met with the Mafia, right? The longest part about hitting the farm seems to have been travel time (which doesn't seem to have been mentioned); setting a house on fire and allowing Groshnak (and perhaps Neilson, if he is so inclined, but he's probably more inclined to pick through valuables) liberties with the women will take the longest if we don't fuck around with torturing these guys for jollies. It doesn't take that long to slit a man's throat (although we should probably consider designing a brand for our symbol eventually).

If it's closer to midnight than it is to dawn then we still have time to hit Dalhurst before morning and thus there's no real need to wait.
>>
I think I might've gotten some food poisoning from some brisket I ate earlier, given that I've had about +2.5 hours of explosive diarrhea at what's looking to be 4AM in my timezone. It seems to be over now so I'm going to sleep on that and resolve the situation with the prisoners tomorrow, when other anons can weigh in. Even if you didn't have The Authority, an orc is menacing enough to have a significant effect on most people. It wasn't very long ago that they rallied and threatened to raze the kingdom.

>>5107226
That depends on the souls themselves but Espurgat has a wide variety of wares and services, and, unlike some potential patrons, is more than willing to negotiate. Calling Espurgat or a representative to deal with you is free, aside from the minor blood-loss.
>>
>>5107290
It was roughly two hours after sunset when the black dyad arrived, the fight took around five minutes, the aftermath ten, and then getting them back to camp to tie took two hours. The return trip to Dalhurst took two more and then to the farm took half an hour. It's in the fall so nights are generally longer. You have about six-to-eight hours remaining, give or take.
>>
>>5107291
Fugg, here's to hoping you feel better soon, QM. And that you have your favorite remedies at hand. Get some rest.

>>5107293
And the time-frame helps settle things immensely.
>>
>>5107295
Thank you. The brisket was good and I don't have any regrets about eating it. Makes me glad I use a bidet, though, is all I'll say about that.
>>
>>5107290
I'd prefer us not to get distracted and get our virgins before we start raping, torturing, and sacrificing, because that will take time, time we'll need to travel to Dalhurst, find our virgins, kidnap them, kill someone, stuff them in a well, and pour all our honey in the well, and leave before daylight. We cannot afford to get distracted with rape and sacrifice.

Besides, Groshnak still hasn't earned any rape, as he has yet to prove himself in battle yet again (though it's not his fault that we kicked ass stealth and Authority wise).

>>5107291
Hope you feel better in the morning QM, get some rest.

Speaking of Espurgat, I think it would be wise to limit ourselves to his wares every thread or so, to prevent over-reliance on his deals. We should also consider raiding another farmstead after we've gained sufficient distance from Dalhurst, maybe have that one be an Espurgat extravaganza.
>>
>>5107275
I'm not really into most of that plan.

Setting up a fight for Groshnak feels kind of cheap as well as a waste of our time and his hp. It might not even count as a Worthy Opponent considering that the Militia Man is already defeated. I'm sure we can find someone else worth stabbing.

Keeping sex slaves is also kind of meh. We already have Sadie. I doubt that will even give us much bonus XP. They would be much more useful as souls to bargain with.


I'm leaning toward just killing them all with the dagger and going on our way.
>>
>>5107304
There doesn't seem to be strict rules for sacrifice, so we can probably just kill them with something along the lines of "I take your life in my name" and a dagger across the throat. That'd take us, what, twenty minutes if we personally did every prisoner ourselves? Sure, if the ignoble gods come around again it might take a bit longer, but I don't think they're QUITE so interested in us that they'll show up every time we make a sacrifice, especially a comparably rushed one (although Aggy might show up if we set things on fire as a nod towards him).

Groshnak probably won't take that long to get through his "I believe you can redeem yourself" lady, Neilson to loot the farms, and Sadie to set a house on fire (or perhaps select one for her own experiments/dissection, although that person will have to be tied up and set aside so we can retrieve them later). Which, based off the time-frame QM gave us would give us five-to-seven hours to hit Dalhurst/retrieve our virgins/poison the wells (accounting for the half-hour of travel there seems to be between Dalhurst and the farm).

As far as Espurgat: I think we should only deal with him when we're in something approaching a tough spot (maybe not an actual tight spot since that gives him leverage we don't want to give him) and that we should only kill a few people per encounter with it, since it robs us of our own XP/soul power/sacrifices. Say... no more than 25% of our kills should be done with the dagger, and it should be closer to 10% unless we think a soul will hold particular value towards Espurgat. It'll just be accumulating currency for eventual deal-making, but I don't think we should actually engage in deal-making until there is a need to do so.
>>
>>5107309
I had some other really fucked up ideas, but I don't want to use them so near to where the paladins are going to be snooping around. I'll think about sharing them after I slept on them, they are kinda extreme for my tastes to be frank.

>>5107318
I disagree, I think sacrifices should have some thought or effort put into them. After all, if all it took was just a dagger and the phrase 'I take your life in my name', wouldn't it just be called serial murder instead? I think a bit of ceremony is warranted, or at least some torture. Rush kiilling 19 people in as many minutes without anything extra to it just doesn't scream 'Scumbag' to me, especially in the exp department.

And you still haven't convinced me as to why Groshnak deserves some rape, as he has yet to prove himself to us in battle, and no, 'I believe you can redeem yourself' isn't a good enough excuse, we ain't playing as the freindly good guys giving people rewards they don't deserve. Until Groshnak does prove himself, I don't think he deserves rape, least of all a woman of his own choice.

Sadie should probably do a live dissection though, just for fun.

I can agree with the Espurgat deal making strategy (though you'll have to define not!tough spot and what not!need we'll stat considering deals with him), though I'm of the opinion that we should be buying what we'd like to get instead of what we need, if only to avoid price gouging (hence the suggestion for one deal per thread instead of per great need). As for the dagger, I think we should use it to take souls in combat, as I think that we'll still get the exp for defeating the enemy, and sometimes we can't use a defeated enemy's soul do to them dying in combat, but that's more of a efficiency nitpick more that anything.
>>
>>5107218
>Write in
Take the men and impale them with stakes to the house, then bind their children and women to them. Then torture and begin other dark deeds on them. When it is done, have us and our party cut deep wounds on the sacrifices and throw a torch inside the house and say the following words : "Dark Gods i have made this banquet ! Will you feast with me on it ?!"
Throw the fatmen in the flames saying there is a lot of honey inside.
>>
>>5107328
Let's see, we have the following prisoners:
>4 men
>3 boys
>4 girls
>1 baby
>3 young women
>2 old men
>2 old women

That's 5 souls for Espurgat per my original plan >>5107283; 5 women to choose from for us, Neilson and Groshnak (we'll just have to disagree about whether or not to let him; it's more the available opportunity that says I think we should give him the go ahead than some arbitrary sense that he's earned a good time) if we include the hags... although I think we should kill the crone that tried to get us to spare her family and the 3 boys in a fire as a nod towards an ignoble god that seems to share our tastes if we go off the description of him in >>5102112.

That leaves 4 men, 2 old men, and whichever women aren't chosen by our subordinates to sacrifice to ourselves (or give to Sadie for a later live dissection which we currently do not have time for), given that we'd originally slated about a half hour for this and that these sacrifices would have had to watch us murder the girls/baby and start setting up for the fire, and possibly the beginnings of a rape or two there is some element of torture here, especially if we call back/start talking about the night the Black Stars aligned on us and opt for a messier and slower kill like a normal dagger/sword drawing a bloody line from throat to groin and shouting/carrying on about how we're spilling blood for ourselves/the stars. Maybe it isn't the hours of torture we made for our initial sacrifice to ourselves, but we are still experimenting on how to make sacrifices and what kind we prefer when invoking ourselves/the Black Stars so I'd say there's no harm in trying something a bit more rushed. It doesn't quite have to be so perfunctory as I suggested in my last post, especially because I was exaggerating slightly on the actual plan to say we didn't have to make these sacrifices as drawn out and theatrical as our first one.

As far as what I meant on dealing with Espurgat: according to our Treacherous ignoble god he's going to want more for less the more we deal with him, so I think we shouldn't deal with him until we actually have a need to do so. Experimenting with a deal just to see what it's like, or saying we should do it once per thread (and if this one is any indication that could cover quite a lot of ground before we actually get into a situation where we need to invoke a power greater than ourselves) just seems a bit too frequent. We haven't gotten into a situation yet where we aren't in immediate danger but don't have the tools to deal with what's in front of us or have put down roots in a way that means we want to grow a lot of power and build up defenses etc.
>>
>>5107275
Supporting this approach. But also, after we sacrifice some to Espurgat and some to ourselves, stuff the rest in a building and burn it for Ag'thudur.

>>5107218
>>
>>5107356
>We should also confirm if there are any virgins of what looks to be the right age
>>
>>5107558
True.
>>
We could dedicate the well murder to Qosturl, see what happens, and maybe dedicate the rapes to Zodom, if anons feel like it? Just a thought. We should probably just set fire to a temple if you want to get Ag'thudur's attention.
>>
We should focus on ourselves. The ignoble gods care not for others, except what they can provide to them, and we don't need much help yet. Maybe we'll call Espurgat before we fight Paladins or something, but we don't have the need yet.
>>
>>5107841
We shouldn't remain around after we are done in town. In fact once we conclude our night raid and the following virgins sacrifice there, we should leave immediatly. There are other regions in the kingdom with their own farms, villages, towns and cities where we can go. Not touched by our evil activities.
The incoming paladins and their retinue, can have fun in the necromancer crypt and then in aiding the sickness of the town people.
For improving Melvin, i agree.
>>
>>5089065
Any word on this, QM? Just started reading and I wanna know what went down with the woman in her house.
>>
>>5107903
Basically, we mashed the dead minstrels head into the wife's face. raped the woman, then tried to get the son to rape her as well, but that didn't work so we just castrated him instead, then kicked the woman in the stomach until she had a miscarriage.
>>
>>5107909
While it certainly established our boy as the worst asshole around, it was honestly a bad primer for the rest of the quest. I've been enjoying our villainy a lot more since people got the, uh, child molesty edge out of their system.
>>
>>5107952
It's pretty damn uncomfortable, but it really solidified Melvin as a character with how petty and vile it was.
>>
>>5107882
I agree, but it's almost a guarantee we will be encountering them sometime in the future if not here.
>>
>>5107909
Thanks for the summary. Any chance I could get a quick one on the second pastebin that's also been 404'd? The one about "why should I let you live?"
>>
>>5107223
>>5107226
>>5107230
>>5107239
>>5107261
>>5107275
>>5107283
>>5107285
>>5107309
>>5107318
>>5107328
>>5107344
>>5107356
>>5107390
>>5107558
You have many ideas, each viler than the last, but can't yet reach a clear consensus between your wants, your needs, and the hideous, poking, prodding thoughts in the back of your head. For now, you bind and gag everyone, then force them into the smaller of the houses. The one with both of the men's corpses. You're tempted to set it on fire, deeply, powerfully, but part of you wants to take an... ah... "finer" approach and another part wants to see how far you can push your thrillseeking impulses through conventional rape, beatings, and perhaps some bloodletting. Bah, you have so many choices you've grown indecisive, but that's fine, you'll think of a way to satisfy every one of your choices later. There wasn't a clear majority on what you wanted to do and most anons have different ideas, so you default to locking them up for the time being.

For now, you'll go to Dalhurst, find the virgins you need there, and then settle your craving to poison the well and ruin the lives of anyone foolish enough to drink from it. You leave for the town and arrive near the outskirts in another half an hour. You know for a fact where two of the three suspected virgins live and where the third is likely to be. You also know that the guards aren't anywhere near alert and, if not threatened by your presence, could likely be bribed into looking the other way. You come to a choice on how you're going to handle the strategy here.

>You'll split up into three groups. You, Neilson, and Groshnak. You'll take care of the business at the well while Neilson knocks over the shop as quietly as possible. When you're done, you'll regroup and get the orc's help to break-in on the edge of town. If you have extra time, maybe you'll look at the temple.
>You'll split into two groups. You and Neilson, and Groshnak. You'll both hit the shop and work your way outward, taking care of the house on the outskirts and then handling the well. You can't trust the orc not to flub it if he attempts stealth but he'll be listening on standby, to charge in if he hears you're fighting.
>You'll stay a single group. You, Neilson, and Groshnak and all in one. You'll work your way in, poisoning the well, hitting the house on the edge of town, and then heading to the shop. If you're undiscovered after all of this, you'll hit the temple. Groshnak isn't the stealthiest of your minions, by far, but his brawn could help speed things up.
>You have a different plan... (What is it?)
>>
>>5108055
Isn't Sadie with us? Or did she stay to watch our prisoners? If she's still with us she's on Groshnak sitting duty.
>You'll split up into three groups. You, Neilson, and Groshnak. You'll take care of the business at the well while Neilson knocks over the shop as quietly as possible. When you're done, you'll regroup and get the orc's help to break-in on the edge of town. If you have extra time, maybe you'll look at the temple.
>>
>>5107291
Get well QM.

>>5107218
>Lead them all back to the camp in a human chain. They'll have you moving slow and could waste much time.

Groshnak will probably still want to slate his bloodlust tonight. It may be worth it to raid another nearby farmstead and take no prisoners at this one, just grind XP or get kills for the dagger.

We should see if there are any virgins among this group to sacrifice.
>>
>>5107903
Anon here >>5107909, has the right of it, but you also set the house on fire afterward. Not to hide the evidence but for the fun of it, and realized that burning the house would get rid of the evidence after it was already in flames.

>>5107999
Much less elaborate than the previous, Melvin taunted the old man while Groshnak raped his elderly wife and (ugly, as per a 3 on a d10) daughter in front of him, then you both tortured him to death in front of the boy, traumatizing him.

>>5107952
I have to agree, explicit pedoshit isn't a line I'm willing to cross and not only because of the sitewide rules. Not going to channeling !not!Folca, anytime soon. Referencing or implying that something could've happened- for example, a village was razed and despoiled, sure, but nothing outright.

>>5107959
This is my view on it. I was also uncomfortable writing it and went into as little detail as possible, for that reason, but yeah, it enshrined that Melvin is Not Right™ in the head, which was the intent. I'm fairly surprised you decided to murder the minstrel on the spot and then take the time to hunt down his wife and child, I thought you were going to keep walking without a response and I'd be able to reference it as a source of seethe on Melvin's part later. Kicked the quest off on a low note.

>>5108061
Right, Sadie is with you, she just didn't get the chance to use the crossbow or cast Raise Fresh Corpse. She can also accompany you into Dalhurst and can, if you're comfortable with slight risk, do well to get them to lower their guard.
>>
>>5108055
Oh, nevermind, didn't refresh.

>You'll split into two groups. You and Neilson, and Groshnak. You'll both hit the shop and work your way outward, taking care of the house on the outskirts and then handling the well. You can't trust the orc not to flub it if he attempts stealth but he'll be listening on standby, to charge in if he hears you're fighting.
>>
>>5108055
>You'll split up into three groups. You, Neilson, and Groshnak. You'll take care of the business at the well while Neilson knocks over the shop as quietly as possible. When you're done, you'll regroup and get the orc's help to break-in on the edge of town. If you have extra time, maybe you'll look at the temple.

I want to hit that temple, if only to get all three virgins.
>>
Rolled 90, 1 = 91 (2d100)

>>5107275
>>5107558
>>5108079
It would've taken you a minute to check but there's no reason you wouldn't have.
>>
>>5108085
Well, I'm curious what results from this. One a purebred virgin, the other the family bicycle?
>>
>>5108089
The first was for Detect Evil, the second for finding virgins among them.

>>5108085
You Detect Evil and find that all of the adults are on the bottom of neutral and a couple of them, two men, one of the older boys and his father, in fact, have genuinely dark souls. Almost as much as Sadie after she started to look into necromancy. You also find that nobody here but the infant and youngest children are virgins, and put two and two together for a stark realization that the two are related. Fuck.

>You've discovered that the farmstead was practicing incest before you put it to the blade.
>>
>>5108090
Shit, that's pretty fucked up. Maybe we should recruit some of the useful people instead of sacrificing them.
>>
>>5108090
Welp. Let's deal with them later.
>>
Do you want Sadie to be doing anything? She's here with you, at the moment. As an aside, she does gain additional XP for experimenting, the same way you do for being a scumbag.
>>
>>5108090
No point in wasting dark souls. Give them a recruitment pitch.

>>5108100
We could give her a live one and a dead one. I'm sure some compare and contrast would help her out.
>>
>>5108100
I wouldn't mind having her keep an eye on the prisoners. You never know.

>>5108084
Supporting.

>>5108055
>You'll split up into three groups. You, Neilson, and Groshnak. You'll take care of the business at the well while Neilson knocks over the shop as quietly as possible. When you're done, you'll regroup and get the orc's help to break-in on the edge of town. If you have extra time, maybe you'll look at the temple.
>>
>>5108100
She can work with the dead bodies if she wants to.
>>
>>5108100
I guess prisoners/experimenting on the dudes Neilson killed.
>>
>>5108081
Honestly QM, if someone suggests crossing a line that you're not comfortable crossing, feel free to refuse it straight up instead of placating anyone. I can't speak for anyone else but I would personally much prefer a quest where the QM likes what he's writing over one who doesn't but is trying to please everyone.
I liked the whole minstrel's wife hunt, or at least the buildup to it, because it solidified the lengths Melvin would go to over, as another anon so eloquently put it before, "a Cask of Amontillado tier perceived slight". It did get a bit to edgy around the end, but overall did wonders to set up who Melvin is and how much of a pissy psycopath he is.

>>5108100
Supporting this anons >>5108109 idea for what to do with Sadie.
>>
>>5108109
>>5108111
>>5108114
Sadie's half keeping a watch on the prisoners, half experimenting with the corpses. It doesn't get much more fresh than that.

>>5108061
>>5108084
>>5108110
You're going to "take care" of the well while Neilson hits the shop and Groshnak waits for your signal to make a break-in.

>roll 8 or higher on 1d20+6 to sneak up on one of the loitering townies, best of 2
>on a success, roll 2d4+6 for damage, unless you're using Espurgat's dagger, then roll 2d6+9 for damage, twice, and take the highest of the two

>roll 12 or higher on 1d20+4 for Neilson to break into the shop, best of 2
>roll 8 or higher on 1d20+4 for Neilson to avoid alerting any suspicion, best of 2
>>
Rolled 11 + 6 (1d20 + 6)

>>5108119
>>
Rolled 20 + 6 (1d20 + 6)

>>5108119
>>
>>5108055
>You'll split up into three groups. You, Neilson, and Groshnak. You'll take care of the business at the well while Neilson knocks over the shop as quietly as possible. When you're done, you'll regroup and get the orc's help to break-in on the edge of town. If you have extra time, maybe you'll look at the temple.

>>5108091
>>5108109
Due to the need to flee after we are done in town and after we do our sacrifices, having more people could slow us further. We are also putting in sacrifice the fat man, but we need to gain the loyalty of the other three dyad members we captured. So for our group safety and speed, i say we sacrifice all of the family after we are done with torture and dark deeds on them.

>>5108100
Experiment on dead bodies and on one alive prisoner. Preferably one less worthy of sacrifice.
>>
Rolled 10 + 4 (1d20 + 4)

>>5108119
>>
Rolled 1, 2 + 9 = 12 (2d6 + 9)

>>5108119
Nice nat 20!
>>
Rolled 3 (1d20)

>>5108119
And I'll just roll one d20, just to help expedite this.
>>
Rolled 2 + 4 (1d20 + 4)

>>5108119
>>
>>5108124
I say we keep the dark souls as mooks, and have them decide who will get raped, tortured, and sacrificed. Seems like the most fun option.
>>
(Need 1 more 1d20+4 for Neilson's stealth)
>>
Rolled 12 + 4 (1d20 + 4)

>>5108146
>>
>>5108121
>>5108122
>>5108137
>>5108125
>>5108138
>>5108142
>>5108148
>11+6,20+6 vs 8
>CRITICAL SUCCESS
>4 Commoners have been dealt 24 damage
>4 Commoners have 0/6, 0/6, 0/6, and 0/6 HP left
>10+4,3+4 vs 12
>SLIGHT SUCCESS
>2+4,12+4 vs 8
>GREAT SUCCESS

You creep through the streets unseen, a vengeful ghost with glass blade in hand. You ignore the one guard you see, lazily sneaking swills of cheap booze through a waterskin on the job. There's a small, scrawny man walking by. You force your hand over his mouth, slit his throat, and drop his body down a well. There's no noise. No suspicion either. No reason to stop. You grin and amuse yourself by stalking the most innocent late night walkers you can smell. There's no time to torture, sadly, but that's no worry. Torture will come for this town soon enough. There are four major wells. You've made four corpses. Altogether, they should do well to spread plague but you aren't content with that, no. Each also gets a fourth of a honey jar, drizzled right in the bucket. You're careful not to lose the rolly polly. It's far too useful to you to risk.

>+4 Souls (Espurgat's Dagger)
>+4 XP, 9/60 XP to reach Level 6
>+8 bonus scumbag XP, 17/60 XP to reach Level 6

By the time you slip to find Neilson you're grinning ear-to-ear. You've not only killed four innocents, but you've also sown the ruin of anyone foolish enough to taste the honey, and the ignoble gods know how many victims to the rot when they realize their water supply has been tainted. Between this and the crypt, the Paladins are going to have their hands full. You find Neilson outside of the shop. He has a very pretty, very terrified brunette girl muffled and gagged in his hands. The thief's eyes are narrow and haunted. He knows he shouldn't be doing this but he is, for you, and soon, even that little piece of guilt left will fade away. He whispers.

"Ah didn't kill the shopkeep, the rest of his family, or steal nothin'. Don't want to take any risks but..."

>You'll murder the shopkeep's family and take the time to mutilate them in interesting ways.
>You'll murder the shopkeep's family quickly and use the time to search for any hidden wealth.
>You'll murder the shopkeep's family, mutilate them, and torture him to tell you where any money is.
>You'll murder the shopkeep's family quickly, take the day's money, and go, you've done enough.
>You'll leave the shopkeep's family alive. Not only is time important, when they realize their daughter is gone their imaginations will torment them more than you ever could.
>>
>>5108143
I don t want to give them much of a choice. And it s a risk for us on the road if we can't convert them to our side quickly. We would also need to feed them.
>>
>>5108165
>You'll leave the shopkeep's family alive. Not only is time important, when they realize their daughter is gone their imaginations will torment them more than you ever could.

maybe carve the black stars symbol into the door
>>
>>5108165
>>You'll leave the shopkeep's family alive. Not only is time important, when they realize their daughter is gone their imaginations will torment them more than you ever could.
Time to regroup.
>>
>>5108177
>leave tangible evidence for the Paladins
>Paladins who might recognize it for what it's supposed to be
>>
>>5108165
>You'll leave the shopkeep's family alive. Not only is time important, when they realize their daughter is gone their imaginations will torment them more than you ever could.
Better to just leave them alone for now. They'll probably try to hunt us down to find her. Then we'll hopefully have time to kill and mutilate them in interesting ways.
>>
>>5108165
>You'll leave the shopkeep's family alive. Not only is time important, when they realize their daughter is gone their imaginations will torment them more than you ever could.

Just imagine the terror they'll feel when they realize that there are bodies stuck in the wells. Wouldn't be oppose to killing the them quickly for some more soul money.

>>5108171
We have the honey, and we were planning on raiding more farmsteads anyway.
>>
>>5108165
>You'll leave the shopkeep's family alive. Not only is time important, when they realize their daughter is gone their imaginations will torment them more than you ever could.
>>
>>5108177
Also, -1 on leaving our calling card. The only calling card I would approve of would be letting them take care of our rape baby. Dealing with their traumatized, unmarriageable daughter and her rapist baby would be definitely scumbag worthy.

Captcha be like GG444
>>
>>5108177
>>5108181
>>5108189
>>5108190
>>5108191
You shake your head. "No. We need to move quickly." He nods, "Y-Yeah." and follows your lead. You think about carving the symbol of the black stars into the door but decide against it, not only could the Paladins recognize it for what it is and bring the wrath of the Order down on your head, it would take time that you don't want to be spending. Especially when you already have at least one of three victims.

What should you do now?

>Have Neilson leave with the girl while you check the temple for the boy.
>Regroup with the orc and attempt a good old fashioned smash and grab.
>Leave Dalhurst entirely. You've already gotten what you came for, unless...
>Take the girl behind a building and check her virginity. It'll only be a minute.
>>
>>5108165
>You'll leave the shopkeep's family alive. Not only is time important, when they realize their daughter is gone their imaginations will torment them more than you ever could.
As far as near-future plans we should go back to the farmstead, burn down the house with the people in it, and wait until a moonless night (is it moonless today?) to sacrifice this virgin to take up Uvbree's offer.
Also, as far as Espurgat goes, we should keep the souls we take with his dagger to a minimum. They should go to us, for the most part.
>>
>>5108200
>Have Neilson leave with the girl while you check the temple for the boy.

Time to collect the whole set.
>>
>>5108200
>Leave Dalhurst entirely. You've already gotten what you came for, unless...
tying into >>5108202
>>
Rolled 24 (1d30)

>>5108202
>(is it moonless today?)
That depends.
>1-29: Not quite yet.
>30: The sky is black.
>>
>>5108202
>>5108207
No, the moon is starting to wane. It'll be six more days. While she didn't request it, part of you suspects sacrificing more than one virgin would go over well.
>>
>>5108202
>Also, as far as Espurgat goes, we should keep the souls we take with his dagger to a minimum. They should go to us, for the most part.

I honestly think using his dagger in combat would be best. Less soul wastage that way, given that we can't exactly sacrifice them in the middle of combat, right?
>>
>>5108211
Any life we take with it goes to him, and is de-facto a sacrifice.
>>
>>5108209
So, definitely try to find more virgins beforehand if possible? Got it.
>>
>>5108202
Weren't we going to try for the full set?

>>5108211
Only in dangerous situations 2bh; we get more benefit if we don't rely on it so much.
>>
>>5108200
>>5108205
changing to
>Have Neilson leave with the girl while you check the temple for the boy.
We should do >>5108202 afterwards
>>
>>5108213
I meant sacrifice them to us when we're killing in combat. It's a waste of a soul that could otherwise be used to benefit us.
>>
>>5108215
I don't plan on relying on his deals too much, it's more about efficiency autism than anything. It's not like them dying in combat will make their soul comeback to us, right? Hence the dagger, better value per combat death.
>>
>>5108219
We should also consider him a competitor, and strengthening him may have deleterious effects upon our rise.
>>
>>5108223
Anon, no offense, but dial down your autism by two notches. At least.
>>
Rolled 11 (1d20)

>>5108204
>>5108217
You speak quickly and precisely. "Neilson, take the girl back to Groshnak and wait for me there at the hiding spot. I'm going to hit the temple. I'll be back soon." The thief nods and leaves through the alleyways while you turn and sneak to temple near the center of town as subtly as possible.

>roll 10 or higher on 1d20+6 to sneak to the temple, best of 2

>roll 10 or higher on 1d20+4 for Neilson to escape, best of 2
>the girl is terrified and not resisting but she's not exactly the stealthiest sort.
>>
Rolled 17 + 6 (1d20 + 6)

>>5108227
>>
Rolled 17 + 6 (1d20 + 6)

>>5108227
Is it bad I'm hoping we can nick a map of the area while we're at it?
>>
Rolled 9 (1d20)

>>5108225
As much as I love that level of ambition, I don't believe we're going to be attempting Godhood any time soon.

>>5108226
no u

>>5108227
Dice.
>>
>>5108232
He's not a god either, to paraphrase the QM he's a greater demon striving towards it by consuming souls.
>>
>>5108234
I'm not saying we get in bed with the bastard and suck his dick every chance we get, but viewing him as competition is like a mouse getting worried about competing with an elephant. We're simply not at that powerlevel yet to be worth worrying about.
>>
Rolled 17 + 4 (1d20 + 4)

>>
>3 17s
lmao
>>
>>5108242
I just don't want to open the gate to the crops for the elephant, so to speak.
>>
>>5108244
Saint Seventeen.
>>
>>5108225
Once he becomes a god he won't really have much use for the souls, right? So even if he is a competitor, helping him is the easiest way to beat him.
>>
>>5108247
On the contrary, I think he would have much greater use for souls.
>>
>>5108245
I do understand the concern, and it's obvious to me that we're not planning on giving him a quarter, let alone half of our sacrifices. Mama didn't raise a moron, just a bastard.
>>
Espurgat's whole deal is that the longer and more you trade with him the higher his prices get. To exploit this, we should make getting souls for him a priority in the short term before he starts price gouging us. Then after we have some solid deals only bother contacting him if we have something rare and enticing that we can't really use ourselves, like the soul of a priestess or mafiosso boss.
>>
>>5108229
>>5108230
>>5108232
>>5108243
>17+6,17+6 vs 10
>GREAT SUCCESS
>9+4,17+4 vs 10
>GREAT SUCCESS

You don't hear any commotion on your way to the temple, so you can be reasonably sure that either the thief got away or managed to dispose of anyone that caught him. You reach your target and pause for a moment, to contemplate its vision. It is a beautiful structure, two stories tall with a commemorative steeple, stained-glass windows of holy art, and you can see there are numerous pews within. All the better to seat the congregation, to hear the noble priest speak the lessons of the faithful from the altar. You're intimately familiar with this temple, because it's built in the same fashion as every other small town temple and you wasted a great deal of your youth forced to sit and listen to weak men preach weak doctrines. You touch the doorknob, it opens without a noise. It was unlocked.

Excellent. You creep through the benches, looking over the engravings of the noble gods, sweet Byrsia, righteous Khadon, stern Midumar, and more... even fiery Yinah, from distant lands and the unknown noble gods, yet to reveal themselves or be anointed. Every one disgusts you and as you trail through the aisle, you notice there is a man in once-white, now-yellowed robes, knelt in prayer before the altar. This isn't the virgin you're looking for. He is wrinkled, old and pious. You can see by the blue and green thread woven together in a crisscross at his shoulders that he is a priest, and not just any priest, but one humble enough to dedicate themselves to mediating between the pantheon, as a whole, and the people, rather than the rightfully-earned rewards of any one noble god.
>>
>>5108269
You come nearer and he raises his gentle voice to speak. "I know you're standing there. I felt the evil in you coming through the door." His voice is trembling, despite his faith he is afraid and you listen. "I know what you must be here to do. I-I'm not ready but the noble gods work in ways be-beyond our- unde-derstanding." You've reached his back. You could skewer him with a motion. He knows it, too. You stand in silence, sniffing. Despite his age, his soul is almost as pure as a child's. He can sense that his end is near and asks, mournfully. "Please evildoer... be-before I... go, tell me why. Why have you stained your immortal soul so? Don't you know that you are damned in the sight of the noble gods? To walk the dark between the stars, f-forever beyond their halls?"

You contemplate his question for a moment, and reply.

>You'll stand there and give him the cliffnotes version of your life story. It should speak for itself.
>You'll blaspheme the noble gods and at the crescendo, sever his head from his shoulders, so that the blood spills over the altar.
>You have a detailed explanation for why you're as evil as you are and why you don't care about anything else.
>You'll confess that you don't know. You've always been like this and can't imagine any other path. You wouldn't have any other way.
>You don't even respond. You just knock him over the head to (sacrifice on the altar/torture for fun/casually murder) in the noble temple.
>"Where the FUCK is the boy that comes in here? I need a male virgin right the fuck now!"
>>
>>5108271
>You have a detailed explanation for why you're as evil as you are and why you don't care about anything else.
Are we even evil if we don't have this on hand?
>>
>>5108271
>>5108278
expanding on this, see if we can attempt to prove the hypocrisy of the gods he worships
>>
>>5108271
>You'll stand there and give him the cliffnotes version of your life story. It should speak for itself.

The Noble Gods had already forsaken me, figure I might as well make it official.

>Where is the temple boy?
>>
>>5108271
Fuck that, we don't owe him an answer and he's too old to be of use to us even if he's a virgin. Ask him where the kid we're looking for is and kill him with Espurgat's dagger whether he cooperates or not.
>>
>>5108283
His death will be sweeter and the offense greater if he turns from his belief before we hack his head from his shoulders.
>>
>>5108283
>>5108284
I'd rather he understand us before we sacrifice him to us on the noble altar and burn this temple down in Ag'thudur name. It would make it sweeter if he understood how the Noble Gods could create such a monstrosity like us.
>>
>>5108284
He isn't going to in our time constraint--extra levels in the Authority since we tried getting Willis onside notwithstanding--especially since Melvin's a fucked up, illiterate little bugger and this is a learned man of the cloth who has probably argued philosophy and theology backwards and forwards. He's a man of conviction and we don't have the time or learning to break him. It's better just to use him as currency.
>>
>>5108287
What the hell does his understanding give us?
>>
>>5108289
I think it's better to use him to corrupt us further. It's not everyday that we get to sacrifice a noble priest on his altar in our name.
>>
>>5108289
Even the slightest bit of doubt in his heart would make it worth it.
>>
>>5108294
That the Noble Gods created such a monster via their neglect? It would give him the shadow of a doubt about his faith before we send his soul on, to us or Espurgat. It'll just make this sweeter.
>>
>>5108271
>You have a detailed explanation for why you're as evil as you are and why you don't care about anything else.

This seems like it could be a really cool moment and provide some characterization for Melvin.
I mean, we know that Melvin is Evil because he is an insecure manbaby with deviant tastes but I doubt that's how he sees himself.
Maybe something like:

"I'm not dammed. Walking in the light of the dark stars is a privilege weaklings like you could never understand. I don't need the noble gods or their halls. You are the one who is dammed. Your life was wasted in service to gods that either don't know or don't care about you. If they won't save you from me, who is to say they care enough to save your soul?"

Then we stab him with the soul stealing dagger.
>>
>>5108271
>You'll blaspheme the noble gods and at the crescendo, sever his head from his shoulders, so that the blood spills over the altar.
>>
>>5108271
>Utilise the power of The Authority and the best soul-piercing glare we can and tell him the "truth"

"The Noble and Ignoble Gods are the same beings. Each of your supposed ignobles is just a darker side of the gods you cherish so much."
>>
>>5108298
>>5108307
We should kill him with just a regular weapon, Uvbree warned about giving Espurgat too many souls at cost to ourselves. I think the corruption this would confer upon us would be more satiating.
>>
>>5108271
>You have a detailed explanation for why you're as evil as you are and why you don't care about anything else.
>Where's the virgin temple boy?
>When we kill him, use Espurgat's dagger
>>
Also, in relation to our plans for the captives over at the farmstead... why don't we channel a little Nipton for those fools?

For no reason other than to appeal to a wicked enjoyment, have them all given a scrap of paper (written by Sadie of course).

Anyone between 2-5 gets a quick head-smashing at the hands of our orc buddy.

"Lucky" number one is spared... at the expense of being a plaything for both of the orcs until they're dead anyways.

The unfortunate souls between 6-19 get to watch you and Sadie do the deed while being picked off one by one randomly.

Senseless, but methodically horrible. That'll beef up our XP for sure, right?
>>
>>5108271
>>You'll blaspheme the noble gods and at the crescendo, sever his head from his shoulders, so that the blood spills over the altar.
>>
>>5108333
I disagree.

I'm very curious about what sort of deals we can make with Espurgat and I want to have a respectable amount/quality of souls before our first negotiations.

We got xp from the randos we stuffed into that well. So I'm not sure what the cost Uvbree was referring too... it isn't like we can use their souls otherwise.
>>
>>5108363
(That was actually a mistake on my end. You don't get direct XP from kills made with Espurgat's dagger, just souls, although the more XP you would've gotten, the more valuable the soul is. If they're killed in a creatively terrible way, you can and will get scumbag XP out of them.)
>>
>>5108333
I originally wanted to sacrifice the priest to us, not Espurgat. Not my fault everyone's so gung ho to use his dagger despite them arguing for the contrary.

>>5108363
I think the priest's soul is better used in our name than Espurgat's. Hell, maybe the Arson God is more appropriate for his soul.
>>
>>5108271
>Utilise the power of The Authority and the best soul-piercing glare we can and tell him the "truth"

I like >>5108326. Break his faith, stain his soul with that little splatter of doubt, then:
>sever his head from his shoulders, so that the blood spills over the altar

All hail Mevlin. I mean, Melvin. Fuck!
>>
>>5108278
>>5108281
>>5108282
>>5108307
>>5108326
>>5108336
>>5108395
You throw back your head and laugh. “HA! I’m not damned. Walking in the light of the dark stars is a privilege weaklings like you could never understand. I don’t need the noble gods or their halls. You are the one who is damned. Your life was wasted in service to gods that either don’t know or don’t care about you-” The old man shakes his head and mutters with conviction. “But how could that be, when the noble gods know and care for me such as none other could know or care for me?” You spit on his robes and snarl, pulling heretical theology out of nowhere. “Open your eyes, fool! The noble and ignoble gods are the same beings. Each of your supposed "ignobles" is just a darker side of the gods you cherish so much.”

The priest’s shoulders tense. Normally, he would dismiss such a notion out of hand, no matter who it came from but with The Authority gripping his very soul, demanding it submit, and expounding every word to come out of your mouth no matter your lack of rhetorical skill, his faith is tested.

>roll 12,16,20 on a flat 1d20 to inspire doubt
>>
Rolled 16 (1d20)

>>
>>5108428
"...No, that cannot be. You know nothing of the noble gods. That they in their-" You interrupt, recognizing the mantra from your childhood. "Their "splendor," their "grandeur" would stretch their hands to us, like a noble king to his loyal subjects, is "proof beyond proof" of that they are deserving of their place. Yes?" The priest nods, very slightly. "Yes." You scoff. "You tell me I know nothing of the noble gods. Yet you've sat for years, preaching their doctrines, praising their names, and what have they done for you?" His hands are clenched. "They have given me the life that-" "That I have lived for their service, yes, yes... FOOL! Is there not a word out of your mouth that isn't recited?"

He is nervous but isn't afraid. "The wisdom of my forefathers is no badge of shame." You shake your head. "You claim to know of the noble gods... but do the noble gods know you as you've tried to know them?" He pauses. "...Yes. On the eve of the fiftieth anniversary of my anointment, I received a dream, of heaven's gates and a judging angel, holding scales weighted for my sake. It was only a dream but I knew it to be true and I have cheri-" You laugh. "AHA! A dream, you say? A DREAM? FOOL! Mere days ago I had a conversation with the ignoble gods, and not one, but four! They came to ME, bearing GIFTS, and they spoke of what they desired." The priest shakes his head. "That is a lie. There is no-" You grip the old man and turn him around, so that he looks at you as you pull the safe warp stone YolunuloY gave you from your pocket. He is shocked then mute, trying to comprehend what he's seeing, and you pull out Sarintob's honey jar, so that he can see the miniscule, unnatural abomination writhing in golden honey.

"Th-that..." You show him the point of Espurgat's dagger and leer. "Do not speak to me of knowing the noble gods when the ignoble gods have known me and I've known them. Not in prayer, not in meditation. In something worthy... sacrifice." You see with some satisfaction that his aged, watery eyes can't bring themselves to meet yours. Yet his resolve remains. "You speak blasphemy." "And you mutter lies. Tell me now. Where is the temple boy?" Now, they widen with true terror, not for himself, but for another. "I will not tell you. I can't, he-"

You channel The Authority into your voice.

>"SPEAK."

He gasps for air and grips the hem of his robes.

>roll 18 or higher on 1d20+4, best of 2
>keep in mind, this difficulty is with a lifelong priest convinced you're a blasphemer communing with demons.
>>
Rolled 7 + 4 (1d20 + 4)

>>5108452
>>
Rolled 4 + 4 (1d20 + 4)

>>5108452
>>
>>5108455
>>5108456
And so the thread ends how it begins... another fucking fetch quest.
>>
>>5108455
>>5108456
>7+4,4+4 vs 18
>SLIGHT FAILURE

"-is pure. Purer than I ever was. Too pure to leave in the hands of a heretic who's sold his soul for power that is not his own." You scowl. Does this fool also assume that because you have power, you must've sold your soul for it? Frustrating.

What do you want to do?

>Torture him until he talks. It'll take a great deal of time and isn't guaranteed, but it's the only way you'll get an answer.
>Sacrifice the priest on his own altar, as bloodily and foully as possible in the minutes you have, for the congregation to find tomorrow.
>Just slit his throat with (a mundane dagger/Espurgat's dagger), quick and easy. To kill a priest of the noble gods is its own reward.
>If he won't tell you where the boy is, you'll kidnap him instead, and make him watch the sacrifices you intend with his own eyes.
>>
>>5108461
>Just slit his throat with a mundane dagger quick and easy. To kill a priest of the noble gods is its own reward.
>>
>Sacrifice the priest on his own altar, as bloodily and foully as possible in the minutes you have, for the congregation to find tomorrow.

Torture is unlikely to accomplish anything and he won't talk, so the fourth option is just bringing him along. Defiling an altar of noble gods will be good enough.
>>
>Just slit his throat with Espurgat's dagger, quick and easy. To kill a priest of the noble gods is its own reward.
>>
>>5108461
>Torture him until he talks. It'll take a great deal of time and isn't guaranteed, but it's the only way you'll get an answer.

Nope, ain't accepting that. Melvin's most noticeable characteristic is his fucking stubbornness and pettiness in the face of slights. We'll get the virgin, one way or another.
>>
>>5108461
>Just slit his throat with a mundane dagger, quick and easy. To kill a priest of the noble gods is its own reward.
Throw a piece of him (finger/eyes/genitals/etc.) into the honey jar to replenish it.
>>
>>5108472
+1
not giving up that easy
>>
>>5108465
Actually, considering it's just a slight failure, torture may just get us what we want. Besides, you know it'll be fun.

We can still sacrifice him on the altar after he gives us what we want.
>>
>>5108480
Very well. Let's just hope it won't take too long. Change my vote >>5108465 to torture.
>>
>>5108472
>>5108474
>>5108481
Too frustrating to tolerate. You've already been told something like this once, by Gilberd, and you remember what Gilberd's wife and child. You found and tortured them until the burning pit in your soul was satisfied! You'll do the same to this priest, whether he tells you of the boy's whereabouts or not. The noble gods won't save him.

>roll 12,16,20 on 1d20+0 to torture, best of 1
>>
Rolled 14 (1d20)

>>5108493
>>
>>5108494
>14 vs 12,16,20
>SLIGHT SUCCESS

In about ten minutes you have the muffled priest groaning in agony and begging for release that the noble gods won't give him, but still he holds on and refuses to talk. You wipe your bloodstained dagger on his robes and sheath it, looking down at his broken, cracked, and beaten frame. He's missing most of his fingernails and you pried out part of a rib before stopping for fear of knocking him unconscious. There's blood everywhere. Not on you, mind, but it wouldn't be so bad if there was, really. You scowl.

He looks at you, not in defiance, but fear. Even after all of his talk, even after all of his refusing to give you what you want, he still fears you. This priest fears YOU, before the very noble altar in the very noble temple of the very, very "noble" gods. That alone is proof enough of your power but you're starting to take too much time. Neilson and Groshnak will be wondering where you're at shortly. If you wait too long, they might go looking.

What should you do with the priest?

>Sacrifice him on the altar. (To yourself or to something else?)
>Kill him quick and painlessly. You've wasted enough time on this doddering fool.
>Kill him as painfully as possible. Can be done with the sacrifice, but will take time.
>Cut out his tongue, let him live. This way he will suffer as he's never suffered.

Do you want to do anything with the temple?

>Desecrate the altar. Carve symbols into it, defecate on it, the whole ordeal.
>Set it on fire before you go. It'll attract attention but work as a distraction, too.
>Leave it alone. What happened to the priest here is more than enough.

Now, what about the boy?

>Search the temple. There's two stories, who knows?
>Leave the temple and search Dalhurst in a blind gambit.
>Leave the temple behind. You don't need him, anyway.
>>
>>5108496
Guess we'll have to find him the old fashion way.
>Sacrifice him on the altar. (To yourself)

>Desecrate the altar. Carve symbols into it, defecate on it, the whole ordeal.
>Set it on fire before you go. It'll attract attention but work as a distraction, too.

>Search the temple. There's two stories, who knows?

He's here somewhere, I know it. The priest knows him intimately, and the boys first instinct when confronted with a women was to flee to the temple. He must live here, or at least work here.
>>
>>5108496
>Sacrifice him on the altar. (To yourself or to something else?)
>Kill him as painfully as possible. Can be done with the sacrifice, but will take time.

>Desecrate the altar. Carve symbols into it, defecate on it, the whole ordeal.
>Set it on fire before you go. It'll attract attention but work as a distraction, too.

>Search the temple. There's two stories, who knows?
>Leave the temple and search Dalhurst in a blind gambit.
>>
>Sacrifice him on the altar. (to Ag'thudur)
>Set it on fire before you go. It'll attract attention but work as a distraction, too.
>Set a couple nearby buildings on fire as well.


>Leave the temple behind. You don't need him, anyway.
>>
>>5108496
>Sacrifice him on the altar, to yourself.

>Set it on fire before you go. It'll attract attention but work as a distraction, too.

>Search the temple. There's two stories, who knows?
>>
>>5108500
+1
>>
>>5108496
>Sacrifice him on the altar. (To yourself)

>Desecrate the altar. Carve symbols into it, defecate on it, the whole ordeal.
>Set it on fire before you go. It'll attract attention but work as a distraction, too.

>Search the temple. There's two stories, who knows?

Time to find another virgin, we need to get to Nelson after we take him.
>>
>>5108496
>Kill him quickly
It doesn't necessarily have to be painlessly, especially if we're setting the place on fire. Gut him with our longsword or Espurgat's dagger (a noble priest's soul should be worth a bit for him) and leave him to die.
>Set it on fire before you go
Desecrating the temple will take time we don't have unless it's something quick like pissing all over the altar/dying priest.
>Leave the temple and wait outside
If it's on fire odds are we'll smoke him out without attracting too much attention. Just hang out in the shadows and wait. Searching it is a decent second choice.

I'm worried about attracting attention from the Paladins if we don't make this look good, too.
>>
>>5108496
>Sacrifice him on the altar. To ourselves.
>Desecrate the altar. Carve symbols into it, defecate on it, the whole ordeal.
>Search the temple. There's two stories, who knows?
>>
Rolled 67 (1d100)

>>
Rolled 1 (1d10)

>>5108916
>tfw forgot trip

>>5108500
>>5108503
>>5108511
>>5108520
>>5108589
>>5108910
You have tormented this priest and now you will sacrifice him in the same temple he has spent years consecrating. He has no means of escape and his mouth, broken as it is, is crammed full of his own robes so that he can't scream or even mouth words in prayer. You don't have the time to make it truly terrible but it will be gruesome, and before he goes, he will have the privilege of witnessing you desecrate the altar. It's stone, built sturdily, but Espurgat's dagger cuts through it like a dull knife through thick butter. Roughly five minutes later, the signs of the noble gods have been defiled and he sobs quietly as you piss onto a carving of the Joyful Maiden's face. You drag him by the hair and push him over onto the altar. This sacrifice is to none other than yourself, you, and none other. The blade, another beholden to no demon, enters his flesh and he writhes in agony. Five minutes later, he has been disemboweled, his organs spread in a mimicry of your symbol, and what little flesh hasn't been removed mutilated to the point of stripping away any and all sign of humanity. You feel a sense of darkness descend on you, a sign that this temple is a holy place no longer.

>roll 1d100+5 for sacrifice
>>
Rolled 20 + 5 (1d100 + 5)

>>
>>5108925
>spoiler'd the entire post
Strange but appropriate
>>
>>5108916
>>5108925
>>5108931
>20+5 vs 67
>MODEST FAILURE

The moment he breathes his last and you mutter that you and you alone are sovereign, you sense the corruption around the priest dissipates as an unseen presence, faint but purer than anything you've ever known, so clean it repulses every fiber of your being, manifests. A meek noise like a flute played just out of earshot touches your soul but dares not come close. You understand its meaning instinctively and gnash your teeth in rage.

>forsaken one
>this soul is not thine to take

All of a sudden, you feel an existential relief that is not your own and in the next moment, it and the presence vanish without a trace. The priest's body lays dead, mutilated, but you know that his soul is gone, beyond your reach in this world. Fuck. You process this for a few seconds... FUCK. Did the noble gods just cockblock you on your first priestly sacrifice? ...They did, didn't they? "RAAAAAAAAAGH!" Damn them! Damn them all! You'll sacrifice a hundred priests, a thousand to avenge this theft! Fuming in hate, you drag the carcass from the altar and fling it onto the ground, scattering blood and gore every which way. It doesn't help. You've committed an abomination, desecrated a holy place and ended the life of a pious man, but the true ecstasy of the act, the climax of corruption has been denied you! This fuels your malice to no end. You will have this much and more and one day, when you have grown strong enough, you will storm the heavenly gates and TAKE his soul and no noble god will be able to stop your wrath then! ...Then.

By the black stars, damnit.

>+6 bonus scumbag XP, 23/60 XP to Level 6

You're about to raze the temple to sate your hatred but then seize onto an epiphany. A faint flicker of spite-filled hope. The priest may be beyond you, but the boy, the boy is within your reach. This place is near and dear to him, as the faith must be, and if you can find and make him suffer... Well then, that will be almost as good, won't it? Yes, yes... That will be evil enough. The others can wait but you have no time to waste.

>roll 12,16 or higher on 1d20+0 to find the boy, best of 2
>bo2 not for any expertise, but because you can detect evil
>>
Rolled 9 (1d20)

>>5108957
We'll get the next priest for certain.
>>
Rolled 2 (1d20)

>>5108957
>>
>>5108960
>>5108974
Well shit.
>>
>>5108957
If there's one thing we know about Melvin, it's that targets dying happy PISSES him off. We'll use this as motivation for ourselves.
>>
This really is a rerun of hunting down minstrel's family.
>>
Rolled 11 (1d20)

Rolling for the fuck of it.

>>5108983
I bet you can't go the rest of this thread without bitching.
>>
>>5108960
>>5108974
>2,9 vs 12,16
>MODEST FAILURE

You scour the temple but fail to find the slightest sign of the boy. There are a handful of sparse bedrolls on the second floor, plenty of room for grain, and a couple of desks laden with scrolls of the noble gods and hymns of them, but nothing of the boy. He has escaped through no wit of his own, only blind luck or arbitrary schedule, and you are furious beyond fury. The blood in your veins boils and cries out for murder, to destroy and to defile everything that the priest held dear. You don't have the time to indulge this impulse but you do have a firestarter and neat, orderly stacks of religious parchment.

When you leave, you can smell smoke and smile but is not a smile of mirth. It's a grimace of absolute anger hemming itself in, in an asinine attempt to delude itself that the person it's attached to isn't mad at all. FUCK IT. YOU ARE MAD! MAAAD! FFFFFFFUUUUUUUCK!

YOU WANT TO KILL SOMETHING! SACRIFICE SOMETHING! DO SOMETHING TO SPITE THAT TINY NOBLE WISP THAT DARED TO ROB YOU! AAAAAAAAGH....

But if all goes well, by your deeds tonight you have killed five, addicted tens, and sickened dozens. That's enough. You need more, and you'll get it too. You can't allow yourself to lose sight of success so close to the finish line. You go back to the hiding spot.

>roll 8 or higher on 1d20+6 to sneak, best of 2
>the temple will be in flames shortly
>>
Rolled 8 + 6 (1d20 + 6)

>>5109003
>>
Rolled 8 + 6 (1d20 + 6)

>>5109003
>>
>>5109005
>>5109007
nice
>>
>>5109005
>>5109007
>8+6,8+6 vs 8
>GREAT SUCCESS

You escape the town's center with contemptuous ease, though you might've been seen were it not for your superior skill at stealth. Just short of mastery. Feh. You find Neilson, Groshnak, and the captured girl. Sadie is looking at her with a deep, bitter glare and you notice she's unconscious. You're about to speak when the thief explains. "Went unconscious when she saw the orc." You understand, and are about to leave it at that but he asks, and you respect his abilities just enough to interrupt. "H-How did the temple go?" You grit your teeth and he flinches, slightly. Groshnak is staring in the direction of the town. He just wants to kill, for Uth-Godar's sake. You answer. "It WENT. Bother me no further than you already have. I'll tell you later... IF I tell you." They all have enough common sense not to pry.

"Now, for the last supposed virgin." You spend half a minute discussing your strategy.

>Smash and grab. Orc kicks in the door and you'll kill everyone but the target.
>Sneaky and safe. Try to lockpick the door, kidnap the target and leave.
>Burn them out. You're frustrated and pissed off, either she fries or runs into your hands.
>>
>>5109055
That's just enough NOT to interrupt
>>
>>5109055
>>Smash and grab. Orc kicks in the door and you'll kill everyone but the target.

This is our last stop so no reason to be sneaky and I want to give Groshnak a chance to contribute.
>>
>>5109055
>Smash and grab. Orc kicks in the door and you'll kill everyone but the target.
Anyone that could stop us should be at the temple by the time we get there.
>>
>>5109055
>Sneaky and safe. Try to lockpick the door, kidnap the target and leave.

Sadie, Neilson, getting the Temple boy will be your job now after this. I want the complete set.
>>
>>5109055
>>Smash and grab. Orc kicks in the door and you'll kill everyone but the target.
We're pissy so Melvin's going to want to vent. Also look at Sadie teleporting.
>>
>>5109055
>>Smash and grab. Orc kicks in the door and you'll kill everyone but the target.

See how the house is made so we get an idea og how large it is. Use command on the ones that get up and tell them to "BOW".
We need to be fast and avoid being heard of.
When we get out put the door in the same position or at least that it looks like that. Then get away.
>>
>>5109055
>>Smash and grab. Orc kicks in the door and you'll kill everyone but the target.
>>
>>5108957
"Sigh" This is why I wanted to use the dagger initially, it is probably guaranteed to take the soul and it'd be pretty valuable.

>>5109003
Here we go again...

>>5109055
>Smash and grab. Orc kicks in the door and you'll kill everyone but the target.

Burn off our anger.
>>
>>5109069
>Melvin is so pissed he's hallucinating
>>
>>5109092
Kek based.
But I recon she s there for help team evil retards 2, find the house actually.
>>
>>5109061
>>5109063
>>5109069
>>5109071
>>5109079
>>5109088
There's no reason to change the plan. Especially now that you're pissed. Groshnak bares his teeth and you realize that Sadie was never there, the space behind the unconscious girl where you thought she was holding the dagger is empty. You look and see the tree sway, contorting on itself ever-so-slightly. A vein on your forehead twitches and you swing your longsword for no other reason than to take out your wrath on a bush. You take the thief and orc and go. Two minutes later you've found the house that matches the necromancer's description. Very simple, two rickety doors, three rooms, and a single window, looking out to the street. You move quickly.

>roll 4,8,12 or higher on 1d20+4 for Groshnak to ZULSH the door in faster than anyone sleeping inside can react, best of 2
>>
Rolled 2 + 4 (1d20 + 4)

>>5109104
>>
Rolled 6 + 4 (1d20 + 4)

>>5109104
ZULSH
>>
Rolled 7 (1d20)

I wonder if rolls for Groshnak go better if we yell and get aggressive about it. Let's experiment:

BLOOD FOR THE BLOOD GOD.
>>
Rolled 11 (1d20)

DIE PUNY WEAKLINGS DIE.
Yes, I'm still experimenting
>>
Rolled 12 (1d20)

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE [insert more autistic screeching here]
And one more for kicks and giggles
>>
Rolled 19, 18, 3, 6, 7 + 4 = 57 (5d20 + 4)

>>5109107
>>5109110
>2+4,6+4 vs 4,8,12
>GREAT SUCCESS

BOOOOM

The door flies in like it was hammered by a team of strong men behind a battering ram. To his credit, the orc doesn't shout with rage or flail with aggression, instead calmly pulling the shovel from his back and rushing in. You follow behind him along with the thief to enter a kitchen consisting of a fireplace with a wall-hook for hanging utensils and see a groggy, slightly scrawny middle-aged man waking up from his nap at a dining table. You look to either side and see two more rooms, to your left is a straw bed with a couple of people waking up, an older woman and a girl, and to your right, you see a younger boy scrambling out of a rocking chair. A toy falls out of his lap and breaks on the floor.

They have no chance.

>they must roll 14,18,22 or higher on 1d20+4 not to panic
>they have no expertise but this is a nighttime break-in by an orc, a thief, and the closest thing to evil incarnate in at least a week's ride on a fast horse

>roll 4 or higher on 1d20+2 to kill
>roll 1d3+6 for damage on a hit
>>
>>5109107
>>5109116
>>5109119
>>5109121
I mean...it seems to be working, each roll is higher than your last.
>>
Rolled 6 (1d20)

>>5109127
>>
Rolled 3 + 6 (1d3 + 6)

>>
Rolled 2 + 6 (1d3 + 6)

>>5109127
>>
Rolled 2 + 6 (1d3 + 6)

>>5109130
Definitely going to have to screech autistically whenever I roll for Groshnak in the future. Don't know if it'd work for other Anons, though.

>>5109127
REEEEEEEEEEEE
>>
>>5109139
Nice, max damage.
>>
>>5109127
>>5109135
>>5109139
>6+2 vs 4
>SLIGHT SUCCESS
>Humble Carpenter has been dealt 9 damage
>Humble Carpenter has -3/6 HP left

GROSHNAK swings the shovel with monstrous strength and not an ounce of precision. Fortunately, the man doesn't have an ounce of awareness in his head and with a loud THUMP what's left of his brain and skull now cover the wall. You rush in and see that the boy has lost all reason and runs to grab his father, pulling the hem of his shirt and screaming. "DADDY! NOOOO!" The orc looks down at him and howls, roaring in anguish for himself and what he is doing. "URRRAAAAAAAAAAAAAAGH!"

>roll 4 or higher on 1d20+2 to kill
>roll 1d3+6 for damage on a hit

You turn to see that of those waking up in the left room, the girl you're looking for has gone into shock next to a boy, younger than the first, who holds onto her shirt and can do nothing but watch. The other, their mother, stands and tries to block the door with her body. "NO! NO! STAY AWAY FROM MY-" You leer and utter a word of command.

>"BOW."

>roll 8 or higher on 1d20+4 to break her will, best of 2

Meanwhile, Neilson is watching and holding his dagger, thinking about the life choices that led him here.
>>
Rolled 20 + 4 (1d20 + 4)

>>5109161
>>
Rolled 19 + 4 (1d20 + 4)

>>5109161
Let's see if they bow.
>>
Rolled 3 + 6 (1d3 + 6)

>>
Rolled 6 + 4 (1d20 + 4)

>>5109161
Seems like we need one more d20+4
>>
Rolled 1 + 2 (1d20 + 2)

>>5109161
Swinging for the fences.
>>
>>5109164
>>5109165
>>5109167
>>5109168
>20+2 vs 4
>CRITICAL SUCCESS
>Little Boy is dealt 18 damage!
>Little Boy has -15/3 HP left!

CRUNCH

In a single blow, the orc has pushed the boy's head down into his ribcage, shattered every vertebrate of his upper spine, and sent his entrails scattered throughout the kitchen.

>19+4,6+4 vs 8
>GREAT SUCCESS

The woman collapses, bowing her head and prostrating herself without a word. Behind her, both of her remaining children are cowering and defenseless.

>Decapitate
>Saw her head off
>Espurgat's dagger, simple as
>Leave her for the orc
>>
>>5109169
>Groshnak critfails on the kid

Honestly, what's with the children in this quest? It's seems that they're more effective in combat than their fathers ever could be.
>>
>>5109176
>Leave her for the orc
>>
>>5109176
Oh, never mind then.

>Leave her for the orc
Then
>Espurgat's dagger, simple as
>>
>>5109176
>>Leave her for the orc
Saw her head off if she survives.
>>
>>5109178
Welp, I won that bet with myself. Also there was only 3d20's needed: only one was a bo2.
>>
>>5109176
>Knock her head with our sword pommel
We need to move, she is going to be a plus for the farmers sacrifice, alongside the fatmen.
>>
>Leave her for the orc
>>
>>5109176
>Decapitate
>>
>Leave her for the orc
Obvious not a pair of worthy opponents, but at least he didn't completely fuck up this time. Sure lets reward him.
>>
>>5109225
Actually, I see this more as traumatizing the children than rewarding the orc, because destroying a child in combat ain't exactly praiseworthy.
>>
Rolled 11 - 8 (1d20 - 8)

>>5109181
>>5109183
>>5109184
>>5109214
>>5109225
You step over their mother and toward the children, a daughter hardly a year past her age of majority and a boy, younger than Tobias even, who's gone into an almost comatose condition. Neilson is making himself useful searching for valuables and you can hear Groshnak behind you, growling with hate for man and all of its works.

>roll 2 or higher on 1d20+2 to kill
>roll 1d3+6 for damage on a hit

You look down at your quarry. The longsword at your belt itches.

What should you do?

>Kill the boy, take the girl
>Torture the boy while the girl watches, then take her when he's dead
>Let the boy live, to suffer from the memory and loss of his family

There's been some noise. With the temple in flames you doubt there'll be a response, but still you hold onto your wariness.

>rolling 1d20-8 for Dalhurst's response, must be 8,12, or higher for a result
>>
Rolled 19 + 2 (1d20 + 2)

>>5109264
>Kill the boy, take the girl
>>
>>5109230
Oh don't get me wrong. I'm not saying this is praiseworthy in the slightest. However, it's still a noticeable improvement over his recent failures and shows that he is not completely useless yet. It's good to reinstate that if he does things well that we want him to do, then he'll be rewarded. Just remember that if he fucks up in his next chance to prove himself, then we have to...give him incentive not to fail us again.

Also, I just realized I forgot to tag the qm in that response so
>>5109176
>>5109225
>>
Rolled 3 + 6 (1d3 + 6)

>>5109264
RAAAAAAAAGH
>Torture the boy while the girl watches then take her when he's dead
Just to fill the time while Groshnak' doing his thing with the wife.
>>
>Let the boy live, to suffer from the memory and loss of his family
>>
>>5109264
>Kill the boy, take the girl
Looks like night time is just about over. We got (most of) what we came for. We should get out of Dalhurst, go back to the farmland. Perform sacrifices/find those of dark heart, and get the hell out before the paladins come breathing down our neck.
>>
>>5109273
Actually, yeah, it's probably going to be a while before Groshnak is done with the wife. Might as well do some torture while we're waiting. Switching to this.
>>
>>5109264
>>Torture the boy while the girl watches then take her when he's dead
>>
>>5109264
>Torture the boy while the girl watches, then take her when he's dead

Dagger him afterwards to get his soul.
>>
>>5109264
>>Torture the boy while the girl watches, then take her when he's dead
Faster than usual though.
Nelson can secure the girl while we do this.
Sadie can sack the place for money.
>>
>>5109273
Huh, it really does work.
>>
>>5109264
>Torture the boy while the girl watches, then take her when he's dead
Some time to kill, why not
>>
>>5109359
Remember that we're here to kidnap the girl.
>>
Rolled 9 (1d20)

>>5109268
>>5109273
>>5109285
>>5109286
>>5109295
>>5109359
>19+2 vs 2
>GREAT SUCCESS
>Carpenter's Wife has been dealt 9 damage
>Carpenter's Wife has -3/6 HP left

You expect the orc to get to "business" as it were, and are surprised to hear a loud CRACK as the flat of his shovel blade turns the bones in her neck to powder. That done, he looks at the two left with the mania of a starving man feasting on a banquet with his eyes, tilts his head toward you in a crude nod, and goes to rummaging through their home for anything of value. You can hear shelves being ripped open and what sounds like that table being broken in half. Between his brawn and the thief's knack for finding hidden places, you wager if there's something of value to be found it'll be yours soon.

You ignore them and turn your attention to the boy. That priest wasn't enough to satisfy, not after you were robbed a proper conclusion. The child tries to hide under his sister's arms but a backhand from you parts them and she watches, begging and pleading instead of fighting while you take out the knife. Pathetic. His screams are like music to your ears, the blood and viscera on the floor a painting fit for any king's hall. It's quick and messy, the sadistic equivalent of waking the necromancer up at fifteen minutes before dawn. There's no time for technique, not that you're a proficient torturer by any means, but your victim is unaccustomed to pain so that means nothing. When you're done, his tiny, bloody corpse has stained the floor and, along with his family, your soul.

>+2 bonus scumbag XP, 25/60 XP to Level 6

The girl is horrified into submission and does nothing to stop you from tying her hands. She just stares ahead, trying not to look at Groshnak eating her father's leg, and while she's breathing fast and heavy you can tell that something irreplaceable deep inside her died tonight. This girl may (or may not) be a virgin, but she's no longer a true innocent. You grab her by the neck and shake it. "GIRL." The future sacrifice trembles. "DO YOU KNOW OF THE HANDSOME YOUNG MAN WHO HELPS THE TEMPLE? WHERE DOES HE LIVE?" The girl is about to whisper some sort of desperate platitude, but you channel The Authority-

>"SPEAK."

-and just like that, her will is snapped over your knee.

>she must roll a 12 or higher on 1d20+0 to know
>Dalhurst isn't a very large community
>>
>>5109495
>but she's no longer a true innocent
…shit yeah that would do it. Hopefully we didn't completely break her ability to be a useful sacrifice.
>>
>>5109504
Wait, did innocence matter? Fuck, why did no one remind us?
>>
>>5109495
>9 vs 12
>SLIGHT FAILURE

"I d-d-don't kn-" SMACK "THEN YOU ARE USELESS." The girl says nothing and you curse inside. It seems that the third of the set might very well escape. You don't have the time to hunt now, least of all with the Paladins' arrival imminent but sometime later, in the future, whether he's a virgin or not you'll have his skull. You force her out of her home and look at the orc, who's busy loading a sack full of his "rations" while the thief counts coins. He pushes them into your hands and says nothing. You can at least count, if not read. 8 silvers and 19 coppers. That's likely only all that they had on hand.

The three of you, four, counting your prisoner, get moving and stop just outside of the house. The others look for your decision. It's your call.

>Burn the house and the gruesome evidence. Let them piece together a story from the ashes.
>Leave the house and the carcasses unburnt. It's not like the town will be unaware of any foul play.

After that you get moving and retrieve the first girl. She *is* prettier, even in the way the veins on her delicate forearms twitch and pulse with terror. Both of the captives look at each other in confusion, then horror when they realize what they've likely been kidnapped for. Sadie still isn't here. You think she would hate them both. You aren't sure if that would be good or not for you. For the last couple of weeks now you've been shagging the aspiring necromancer largely because you haven't had the opportunity to branch out, as it were, but maybe you should formally put your foot down with her that you'll do whatever, with whomever you please. On the other hand, you seem to be growing on her a little, and keeping things just between you, outside of some pillaging every now and then, could be good for ensuring long-term loyalty. Something to think about and you do on the way back to the farm.

All nineteen captives are alive and accounted for, as well as Sadie, who's busy doing something unholy with what looks like a kidney. Sniffing a second time, you can pinpoint the two darkened souls among the lot and think. You have a few possibilities here and a few hours before daylight to see them happen. The fat man is still back at camp but you doubt him being here would make too much difference.

What do you want to do?

>Execute them all with Espurgat's dagger.
>Give the father-son pair a recruitment pitch.
>Commit a hellish mass-sacrifice to (yourself/the ignoble gods as a whole/a specific ignoble god)
>Gather them up and get on the march back to your camp. Very cumbersome, considering they'll need to eat, but that building should be near-full of grain this time of year so maybe you could improvise.
>Check both of your captives for the status of their virginity before doing anything else.
>>
>>5109504
>>5109506
Uvbree never specified that the sacrifice's innocence was strictly necessary, only its age and appearance.
>>
>>5109509
>Burn the house and the gruesome evidence. Let them piece together a story from the ashes.

>Check both of your captives for the status of their virginity before doing anything else.
>Give the father-son pair a recruitment pitch.
Ask them which family member is the best squeeze, that they’d recommend.
>>
>>5109511
Thank evilness!
>>
>>5109509
>Burn the house and the gruesome evidence. Let them piece together a story from the ashes.
While we are strapped for time, burning the house might hide our involvement, giving us more time to escape from the paladins in the long run.

>Check both of your captives for the status of their virginity before doing anything else.
then
>Give the father-son pair a recruitment pitch.
Probably not going to keep them for long, but hey any bodies we can throw at our enemies is good enough.

>>5109510
Oh, I could have sworn I read something earlier that they had to be innocent, as well as a virgin and in this specific age range/appearance. That just might be me going schizo though kek.
>>
>>5109516
Espurgat specifically mentioned that the more innocent, powerful, and difficult a soul is to obtain, the more valuable it is. You aren't sure yet if that's true only for his system of exchange or as a general rule.
>>
>>5109518
I’d call that pertinent info QM. Would’ve tried a lighter touch until we sacrificed her.
>>
>>5109509
>Burn the house and the gruesome evidence. Let them piece together a story from the ashes.
>Check both of your captives for the status of their virginity before doing anything else.
>Give the father-son pair a recruitment pitch.
>>
Rolled 2, 3 = 5 (2d6)

>>5109513
>>5109516
>>5109526
You set the house aflame as you left. Before you do anything to your prisoners at the farmstead, most of them women, children, or elderly, you check the status of the two you went through all of that effort to get your hands on.

>1: Not a virgin
>2-6: Still a virgin

After that, you take the father and his son off to the side, hands bound, to make the notion of turning on their loved, and "loved" ones easier. They're both very receptive to your voice and listen until you've finished. Like you've seen before, you think that The Authority is more potent against those that already share your soul's alignment.

>roll 8 or higher on 1d20+4 to recruit them, best of 2
>>
Rolled 12 (1d20)

>>5109534
>>
Rolled 7 + 4 (1d20 + 4)

>>5109534
>>
>>5109534
>>5109537
>>5109538
>12+4,7+4 vs 8
>GREAT SUCCESS
Both are virgins, their nether regions intact as far as you can tell. You aren't very experienced but you've seen a few by now and are confident enough in your insight. The father and his son are shocked when you're direct about not caring that they've been committing incest, you can smell it, and when you offer them a place under your command they hesitate for a moment. Then, reasoning between themselves, the father tells his son that he was his favorite of the lot and they can always start a new family.

You're almost stunned at how calloused they were, but can't resist asking which of their family members makes for the best squeeze. They don't speak for a minute but then his son, too old to be called a boy, almost your age in fact, confesses that his older sister, the less pretty one, is better in his opinion. His old man pats him on the shoulder and you're thrown for a loop by how genuinely shameless they are to admit all of this to your face. Perhaps they think you could sense them either way? They do have one request they ask of you: that they aren't forced to listen and watch if you execute their families. You think about this for a second and agree. You've sated most of your cruelty for the night and if they're willing to fight and much more likely than not, die for you, that's not beyond reason, and like you said to Richard all of those days ago, you aren't unreasonable to those who aren't unreasonable to you... unless it would be fun.

>You Have Gained Fodder
>Not everyone has the potential to Level in a class, and most of those that can don't have the grit or talent to reach the highest Levels. Anyone that doesn't have a class, or isn't a monster which doesn't need one, is considered Fodder, although if an effort is made they can be trained over time to become more dangerous Fodder. These are, unless requested or relevant, nameless minions that will obey your commands to the best of their ability, stay loyal as long as they're sufficiently awed, intimidated, and/or rewarded, and if in combat, engage enemy Fodder before more serious foes. Against competent enemies or superior numbers they're likely to be torn apart but at the very least they can catch an arrow or distract a swordsman where you cannot.

>+2 Farmers

When you finish recruiting them, you cut their bindings and they're freed. They choose to go and wait over by the thief behind their house, who has his crossbow at the ready. You can sense they don't have the stones to fight you even if they wanted. You consider the now seventeen prisoners, still nineteen, if you count the virgins you're planning for the moonless night.

What do you want to do?

>Execute them all with Espurgat's dagger. Better to buy a reward than gamble with fickle favor.
>Commit a hellish mass-sacrifice to (yourself/the ignoble gods as a whole/a specific ignoble god)
>Gather them up and get on a forced march back to your camp.
>>
>>5109495
can we use the command more than once an hour?
>>
>>5109556
>Commit a hellish mass-sacrifice to yourself
Espurgat can stuff it.
>>
>>5109556
>Innocent kids get the dagger
>Commit a hellish mass-sacrifice to (yourself)
>Rape the suggested squeeze first.

Try and keep the virgins innocence intact this time though.
>>
I'm excited that we're starting to turn into something of a warband. Maybe we should think of keeping one of the virgins (the prettier one) as a domestic servant/camp follower/slave.
>>
>>5109563
+1
>>
I'm going to say that I try to read every post that comes in but sometimes might not see and/or remember to reply to every question I get. If you have a question that Melvin or the average peasant would likely know, don't hesitate to ask. That goes for the abstract mechanics, too.

>>5108230
Proper maps are very expensive and rare, likelier to be found in a specialty shop at a major city than anywhere in a place like here, but crude maps are relatively abundant, as is word of mouth.

>>5109520
That's fair. I've been keeping track of Melvin's emotional state and using that to flavor how much detail goes into what and what the default options (because write-ins are always encouraged) are. If you'd succeeded in finding the temple boy or if Uvbree was specific about a need for innocence, he would've remembered off the top of his head and mulled it over before acting.

>>5109560
Yes, because it is an innate property of your soul you're able to employ it fairly often. The largest limit is its lack of complexity and raw power, it isn't too effective against serious combatants, ideological zealots, the strong-willed, or good people, but it has a noticeable impact, however small, on almost everyone to hear it. Link to the specific wording: >>5105843
>>
>>5109565
No- virgins are for sacrificing. I’m already mad that we unknowingly corrupted the innocence of one of them and that innocence matter to the quality of the soul.
>>
>>5109574
Uvbree only needs the one. The alternative is that one of our party members is doing the dishes or cooking instead of something more useful. Dark lords always need slaves, it just comes with the station.
>>
>>5109563
+1
>>
>>5109587
We did just get fodder and they don't have to be used for combat only. They can do the menial chores while our more important minions are doing more important things.
>>
>>5109587
We’ll get a bonus if we sacrifice more. Besides, we’ll get other pretty slaves to keep the camp in order. We’ll just have the mooks do the camp tending for the moment.
>>
>>5109563
This seems about right. Or, rather, the right flavour of wrong for Melvin.
>>
>>5109563
>>5109566
>>5109590
>>5109621
You look at the cowering family and pull Espurgat's dagger from its sheath. They flinch and begin to scream in horror when you slit the baby's throat. There is no fanfare or celebration, only a ruthless, knitting needle-like efficiency that starts and doesn't stop until you've murdered each and every one of the children. You were sure to use the hook and now, the glass is stained a light crimson.

>+8 Souls (Espurgat's dagger)
>13 Souls Total (1 Guard, 4 Commoners, 3 Boys, 4 Girls, 1 Baby)

You hope that the demon's willing to pay something worth your time for them. You think you'll wait until you have a few more stored to sell before you go making any deals but then again, maybe you won't. Maybe you want something sooner rather than later. You don't know much of the value of souls or of sacrifice but you know that the feeling of ritually murdering someone for you before any ignoble god is a subdued pleasure on its own. Ah, but you aren't going to start so swiftly. No, first, you're taking the son's advice, and drag the girl he described by the hair out of their line. The others stare at you, horrified of what you're about to do, and when you sheath Espurgat's dagger and they realize you aren't going to murder her on the spot, their horror shifts into a shameful, speechless silence. The girl doesn't resist much.

By the time you finish, you think she's a bit softer than Sadie, but much homelier on account of her common upbringing and nowhere near as lively. Still, the son's advice seems to have been impartial and well-warranted. Maybe you'll reward him somehow, perhaps with an actual weapon instead of being expected to fight with a carving knife or his bare hands. Come to think of it, the three women here aren't virgins like Uvbree needed sacrificed. Maybe you ought to keep one or two of them for your camp... Maybe not.

>Continue the mass-sacrifice, just as planned
>Keep the squeeze and sacrifice everyone else
>Spare the prettiest of them and sacrifice the rest
>Leave them all untouched, the corruption of your men is important
>>
>>5109627
>Keep the squeeze and sacrifice everyone else
>Spare the prettiest of them and sacrifice the rest
>>
>>5109627
>Continue the mass-sacrifice, just as planned
We have better standards than this.
>>
>>5109633
We may, our mooks don’t. Leave the squeeze for them, the pretty one is to gauge Sadie’s reaction to the idea of sharing.
>>
In terms of what we should buy from Espurgat eventually, I was thinking along the lines of armour and weaponry. Get ourselves looking like Sauron.
>>
>>5109635
Eh. Physical/mental enhancements and abilities are where it’s at. Plus I’m saving an idea that’ll give me a good chuckle when I do propose it.
>>
>>5109627
>>Continue the mass-sacrifice, just as planned

Kind of partial to being (mostly) with Sadie as personal squeeze. The occasional rape is cool but lets groom her into being our mistress as long as the necromancy is coming along. Its all another method method of control.
>>
>>5109638
We seem to be developing those on our own just fine, but getting gear to match is harder. I would also be scared about him essentially owning a part of us.
>>
>>5109646
It wouldn’t be him owning parts of us- we’re paying good souls to own this shit. If he starts claiming ownership on parts, abilities, or powers on us, I’ll drop his dagger in a heartbeat and not look back. I ain’t paying for partial ownership.
>>
>>5109632
>>5109634

Seems sensible.

>Keep the squeeze (and throw her to her father and brother as a reward) and sacrifice everyone else
>Spare the prettiest of them and sacrifice the rest

>>5109627
That's my vote.
>>
>>5109627
>>Keep the squeeze (and throw her to her father and brother as a reward) and sacrifice everyone else
>Spare the prettiest of them and sacrifice the rest
>>
>>5109627
>Keep the squeeze (and throw her to her father and brother as a reward) and sacrifice everyone else
>Spare the prettiest of them and sacrifice the rest

Throw them to the use of our men, but we get first rights if we want to use them. When they aren't used they do camp chores.
Sadie is our property instead, but that should be very clear already. She gets visible better treatment, and can help us in planning since she is educated and a noble. That should avoid she becomes jealous and murderous towards the other girls, but Melvin might actually like that. Since he is crazy and evil.

When we get to camp, sacrifice the fatman. Maybe impale him and roast him alive on fire since he is a pig.
>>
>>5109632
>>5109652
>>5109664
You think for a second and decide. You'll keep the squeeze for your new minions and the prettiest of them, just that much better than average, to gauge how possessive the minor noble turned necromancer is. You cut them loose as the others watch, terrified, and realize what you intend to do when you start prying open the first ribcage. You've gone from nineteen potential sacrifices to a mere seven but most of those that aren't have had their souls trapped in Espurgat's dagger and the rest were allowed to live because they served a use for your ambitions. You ignore thoughts of the future to focus on the present, feeding a slow and terrible malice.

>roll 4,8,12,16,20 on 1d20+0 to give them truly painful deaths
>>
Rolled 9 (1d20)

>>5109711
>>
Rolled 1 (1d20)

>>5109711
>>
>>5109713
>9+0 vs 4,8,12,16,20
>SLIGHT SUCCESS

You did your best, they suffered horrifically and begged for mercy and you didn't give it to them and all of that, but you feel that you could've done better, somehow. Used the knife at a different angle when you were carving the spine, waited until the pain reached a fever pitch before you pulled the arterial vein out of her bloody wrist, left one eye in the grandfather's head to watch his family suffer instead of popping them both from the get-go. Sure, some of the problem is that you were working under limited time and divvying your attention between seven people, but some of the problem is on you, and like any aspiring craftsman, you need to acknowledge the flaws in your art so that you can improve. Your techniques are vicious but crude, the sort of barbarity a Paladin would expect from a swamp-dwelling savage, not a bearer of The Authority such as yourself. The Order of Paladins are used to haphazard butchery and if you want to shake them, you're going to have to either get better or outsource your work to someone or something else. Though that might be less satisfying, you imagine that Sarintob's honey-bug at least could do some terrible things, if you restrained a man and cut off the circulation to his limbs so that they began to decay. This is something that merits serious future contemplation.

>+6 bonus scumbag XP, 31/60 XP

Future contemplation, that is, for now the crimes you've committed against your fellow man and the noble gods have you feeling downright giddy. Enough of Dalhurst, you're leaving on a high-note- you and all... you think for a second. There's you, Groshnak, Neilson, Sadie, Richard, Gawain, Schwarz, Tobias, the two virgins, both farmers, and their daughters/sisters. That's... huh, 10 minions, possibly 7-8 depending on the loyalty of the boy and the reluctant mobsters, and 4 prisoners. You won't count the fat man because you intend to sacrifice him soon, but that's a massive amount.

Really, closer to a small gang than a party. That makes you feel excited but at the same time, you're going to need more food to feed them and have to march fast if you want to outpace potential search parties. Considering that there's not a single mount between the lot of you outside of the mules hauling the wagon, mobility is an issue. If you're bound for the outlands like you'd originally planned it won't get any easier. If you're bound for the heartland, keeping this many hidden would be a difficult task, especially once rumors have begun to spread. Perhaps you should split your focus when you can, maybe sending Neilson back to subvert his higher-ups in the black dyad with the others, when you've earned their loyalty, or Groshnak back to wherever he came from, to prove his right to be called your friend by mustering an army worthy of your blasphemous glory.
>>
>>5109745
Perhaps still, it would be better to keep them all together and muster a host, one capable of shattering the kingdom or even ranging beyond it, to strike at foreign lands. All of this and more you'll have to consider. The Paladins bound to be at your tail, for one, and the mundane noble authorities that will certainly frown on your activities. You think you're strong but you don't think you're slaying 50 men-at-arms and a contingent of knights, strong. Not yet, not now, but soon, soon...

The power of the black stars will be yours.

>[End Thread #1]
>>
>>5109746
That's not it, completely, just calling it for updates in the current thread. I'll be posting one tomorrow or the day after tomorrow, depending on how things go. I'll be a bit busier than usual this weekend and I want to spend a little time reading back through the thread to see where I could improve on the pacing, tracking exactly how many days it's been since you started your journey to be what might be the most degenerate /qst/ protagonist currently on the board, and figuring out exactly how many casualties- of various kinds- Melvin and co's personally inflicted. The quest wouldn't mean anything if I didn't get any feedback so I've got a couple of questions for you. No, it's actually a fuckton of them. I want to improve as much as I can.

How have you been imagining Melvin to look/sound, etc.? This goes for the other characters, too, but some of the descriptions for them were more explicit than his, which has been somewhat intentionally vague. I have my own mental image that I've alluded to here and there, but I want to hear about yours, too.

How do you feel about the character development (or the lack thereof)? That is to say, are each having their own personality and whatnot, distinct from the rest, and then that gradually altering over time as things happen, or are they more blending together? Do you have any favourite characters, in particular?

What are your thoughts on the storyline so far? In antagonistic fashion, I've left it open-ended and have had the world largely reacting to your heinous deeds instead of acting proactively, but that'll change some as you get more established and get more of the kingdom under the risk of your sway.

How do you feel about the mechanics and the (very big-brained) additions anons have made? As it stands, they're completely impartial to whether it's you or your enemies acting and at any point, if the dice rolled that way, anyone could have died or suffered from [REDACTED] and you've been getting by through picking your fights carefully and being as treacherous as possible, which I think is neat, but I want to hear your thoughts on it.
>>
>>5109747
What are your thoughts on the writing? In general, in terms of the updates themselves, (fucking typos, FUCK,) but more specifically, regarding the edgy shit Melvin that is doing almost constantly? Is it too detailed? Not detailed enough? I've been trying to convey that he is EVIL, more than possibly irredeemably so, and he channels that into everything he does.

How do you feel about the setting so far? It is very much detailed but what you've seen up until now has been kept somewhat vague and isolated due to Melvin's perspective and origin as an illiterate commoner with a sword. What about the religious aspects? The gods, noble and ignoble alike, were originally going to be extremely distant entities you'd have to work hard and constantly, to get the favor of, but after choosing The Authority (instead of The Blade or The Patron) the ignoble gods have become much more personally interested in you, and therefore active, from your point of view, though this is because they want your power and/or soul to be working for them, specifically, but know that if they make an overt move they could potentially alienate you or cause a reprisal from their peers. It's something of a balancing game to keep them appeased and decide on which you want to follow, if any, while your personal power grows and you go from a random bandit to a figure of black legend (if you survive that far).

Lastly, what are your thoughts on the horrible truth that The Authority's power is, ultimately, only subtly mind-raping people into taking Melvin as seriously as he takes himself?
>>
>>5109746
Oh, damn. And here I was hoping to send Sadie and the farmers for one last crack at the temple boy.

>>5109747
Melvin's gruff, man childish. I'm hoping he grows outta it.

Favs? Sadie, Neilson (if only for the pure amount of crits he rolled). Groshnak is overshadowed by his failures and cowardice to really get me invested, but that can change, and a cowardly orc is an interesting character that we should explore fully here.

The storyline's fine, the rolls absolutely all over the place. Make it feel very chaotic and messy. I'm hoping we can still nab the temple boy before we leave, but I understand if that's infeasible right now.

>>5109748
Writing's fine, that scene where the kid is pulling on his dead father's shirt crying out to him before getting brain gave me chills. Still wished the innocent soul value could've came up before we ruined that one virgin's soul.

Setting's find, the gods seem interesting, the Joyful Maiden may be interesting to corrupt if we're able. It'll be interesting to see what deals we get, and what boons we'll get with the virgin sacrifices, though I intend on it being more than just two sacrifices.

It's going to be interesting to see how far he can get with this shit, and hilarious if we remain the same petty man child by the end of this quest as when we started out as.
>>
>How have you been imagining Melvin to look/sound, etc.?
A dirtier, evil, more megalomaniacal Napoleon.
>How do you feel about the character development (or the lack thereof)?
>Do you have any favourite characters, in particular?
Groshnak has developed the furthest and been fleshed out the most.
The little focus-shifts and different ways of speaking the characters have does a lot to solidify them (e.g. Neilson's Limmy-tier dialogue and Groshnak's ZULSH).
>What are your thoughts on the storyline so far?
Open-ended, but with great hooks.
I think the chaotic rolls have done a lot to form it.
>How do you feel about the mechanics and the (very big-brained) additions anons have made?
It's a proper system, which is always nice.
>What are your thoughts on the writing?
The frequency of updates is unparalleled, and the detail is descriptive and adds weight whilst not slipping into teenage fanfiction territory.
>How do you feel about the setting so far?
It sets a good stage for us to shit all over.
>>
>How have you been imagining Melvin to look/sound, etc.? This goes for the other characters, too

Melvin is slim and fit guy with above height and looks. I've been thinking of him as having a slightly nasally voice that he spends a lot of time deliberately deepening whenever he tries sound cool but his laugh is kind of childlike and he can yell with the best of them.

Groshnak is a massive fuck ugly ork. Twice or thrice the weight of an average man but maybe only a head or two taller. His voice is very deep and guttural.


Sadie is so painfully average that she becomes almost ugly. The sort of face you would have trouble describing to a police officer because of how little there is to talk about. She is also bone thin with a soft voice that enunciates very clearly.

Neilson has curly blonde hair and a similar build to Melvin. He also has a country accent.

Richard is bald...

Schwarz looks like a human Groshnak. He sounds like he is retarded.

Gawain is quite handsome with long dark hair and pale skin. Kind of reminds me of the leader of the thieves guild in Skyrim

Tobias is a little boy with light hair and perpetually wide eyes.

>How do you feel about the character development (or the lack thereof)? That is to say, are each having their own personality and whatnot, distinct from the rest, and then that gradually altering over time as things happen, or are they more blending together?

They are definitely distinct. In terms of how much it goes Groshnak - Sadie - Neilson - Tobias.

Groshnak's constant bloodlust and inability to communicate immediately set's him apart from others. I found his redemption motivation surprisingly compelling and I had fun slowly learning more about his background. I hope he redeems himself.

Sadie's arc about wanting to be a necromancer is kind of... I don't want to say cliché but sort of flat. Getting the journal itself was cool, along with corrupting, her but afterwards... she was just sort of there. She didn't ask for any special tools or corpses or anything really. I would have liked to see more options for helping her alongside the ignoble gods and dark dyad stuff. Maybe that would have been a bit much though.

The thread wanting to fuck her was funny at first but got old fast and I'm glad you kept the descriptions short.

Neilson's arc wasn't so much about being corrupted as it was being made loyal. I was super surprised how chill everyone was with him obviously plotting against us. (The hidden dagger, the merchant's key.)

>Do you have any favourite characters, in particular?

Groshnak is my favorite ally. He manages to be both compelling and funny.

Gawain is my favorite prisoner.
I really liked his dialogue.

>What are your thoughts on the storyline so far?
Interesting plot hooks and lore. That triple 20 was probably very good for it but I sort of wish it happened later. It would have been nice to see Melvin interact with more people as a regular dude before becoming a budding dark lord.
>>
>>5109747
>>5109748
>How have you been imagining Melvin to look/sound, etc.?
Melvin : Average looking, brown eyes, black hairs, muscle (but not too many) on his body with him being a deserter, but still agile. Average height. Battle scars. Some signs of corruption around his eyes for the authority, think like what Anakin did have. a young voice but rough (when using the authority more heavy, distant and distorted)
Groshnak, imagine like a combination between a greenskin of warhammer and a grey uruk hai of LOTR. Genuinely looking like something barbarian and dark. Plenty of muscles, some hair or fur? around his body not just his head.
Nelson, short brown hair, green eyes, thin body but with muscles. Average look.
Sadie, long black hair, brown eyes, average body proportions, paler skin due to necromancer bloodline. average look.
The boy, small and thin, short brown hair, a bit scrawny. Taciturn and with a small voice, with him being a kid.
>How do you feel about the character development ...
I feel like it's there, it's developing toward greater evil, the quest is about that at the end becoming more corrupt. Groshnak is funny for his retardation, Nelson and Sadie are also good but because they are intelligent and make for good lieutenants. Of course Melvin too.
>What are your thoughts on the storyline so far?
Melvin started as a deserter so not knowing a lot is completely fine, it helps us with exploring the setting and also in not being very know. Once we get a map, we can get a better idea. Same for when we become more corrupt and less a minor evil warrior, like when we become a warlord of darkness. There is likely competition of those.
cont.
>>
>>5109792
>How do you feel about the mechanics and the (very big-brained) additions anons have made?
They are fine. Is fundamental we take our own fights, and avoid to go for all fights. Preferably we always want to go after the weaker and more juicy preys. Not one that can match us in steel, or outmatch us and as the favour of the gods behind his back (i recon that a paladin benefits might minimize some of our dark powers effect or even making them null in a fight if he is more pious). Is simple. The more advantages we can get and usually a fight goes in a better way.
For example making an ambush with traps and fire, in a forest road, to give several debuffs to an enemy group or other stuff like that.
>What are your thoughts on the writing?
Good. And for evil i don t want you to write all the details. Write enough. The message that Melvin is very fucking evil can be given even with subtle things like crying, puking and pleas for help.
>How do you feel about the setting so far?
Nice. I like the battles between evil and righteous.
>What about the religious aspects?
The dark gods worship is different, but can still be done even if they care less for prayers and far more for sacrifices. There is differences between nobles and ignobles gods.
>Lastly, what are ....
The authority fit Melvin like a second skin, it exactly because it allows him to do that (since he would be able to only do it sometimes), that it shows us how far gone in the abyss he is.


////

Thanks for thread&quest. Now
We need to keep low numbers in our group for now, and go for the outlands or at least the wilds. Melvin is not a great warrior yet, same for others. It s difficult to understand for most here but we can't stand against an actual military anytime soon. We need to be in a region with less danger, keep hitting low targets and grow from there .... us and our current minions need to grow, not the warband. We need to get stronger and get them stronger. Sadie can use more books and magical equip, and so on.
We also need to get the torturing bonus, is fundamental for better sacrifices. Sadie could also help us in doing the sacrifices. since by being a necromancer, she knows well the human body and the organs in it. We need to get horses.
>>
>How do you feel about the mechanics and the (very big-brained) additions anons have made?

Most of it is fine. The only issue I have is that most of our Combat Tricks are sort of pointless.

Crotch grab has a long enough stun that if it lands we basically win. I don't see much more utility out of learning spine snap or decapitation except for the ability to target creatures that don't care about their genitals.

>What are your thoughts on the writing?

It is always serviceable and often excellent. I laugh almost every time Melvin has a manbaby freak-out. I also really enjoyed the character dialogue, the conversation with the ignoble gods and the confrontation with Gawain stand out to me but that might just be because they are relatively recent.

>more specifically, regarding the edgy shit Melvin that is doing almost constantly? Is it too detailed?

The ghostbin was a bit too detailed. I obviously can't go back and reread but that's how I remember it. Otherwise, I think it is fine.

>How do you feel about the setting so far? It is very much detailed but what you've seen up until now has been kept somewhat vague and isolated due to Melvin's perspective and origin as an illiterate commoner with a sword.

I'm into it so far. Even Sadie's info dumps were entertaining and I usually dislike those.

>What about the religious aspects?

The ignoble gods are great. No criticism here. Sarintob is my favorite so far. Cute and scary go together like sweet and sour.

The noble gods kind of all blend together, which makes them boring. I would have liked to have seen more specifically what the noble gods are into.

The caravan fanatic for instance, making the world building mean something to us immediately is the way to go about it. A fanatic rushing us down is a much more compelling introduction to a god then just telling us about god so and so and how they like blah blah blah. It could even have provided a plot hook. If that fanatic had forced us to retreat or seriously hindered us, Melvin would have been aching for revenge and now we have a quest to burn down a holy stable or something.

With the priest, a mediator for all the noble gods, he slighted us so now we will now take revenge... against all of them? We were already going to do that. For a first trip into a church it was fine but I hope we meet the followers of distinct gods in the future instead.

> Lastly, what are your thoughts on the horrible truth that The Authority's power is, ultimately...

Huh. That's funny. Might want to upgrade that smug flaw then. Would Melvin losing confidence in himself reduce the impact of The Authority?
>>
I do agree that our minions should ask for things, needs, desires. Might be range to something easy like more women, to something more long term like a very good magical weapon/armor/item.
In regard to the band as in all of them, i expect them to act more malicious and wicked with victims, more offensive and violent with enemies, either respectful or deadly competetive between themselves, and more obedient/submissive/fearful with Melvin. The authority and Melvin actions/interactions will change them even more with the passing of time, until they worship him like zealots probably.
>>
In regard to gods there is clear differences between evil and good ones, and a clear war between the two of them. But both need more for each of them as single deities and perhaps their interactions in their pantheons. Maybe rivalries.
Evil ones have a bit more character than the noble. But that s expected since we had more time with them.
Of course though this is just the first thread so I don't expect for things to be already developed and all explained. The pantheons have multiple gods as well, so take your time in explaining them.

The gods could be explained with weapons, equipment, a temple/statue/sancturary dedicated to them, one of their demons or celestial servants, a book page, Melvin talking with them, mysterious small scenes unrelated to us, and the point of view of other characters/people in different situations/places. Could be one of our followers during one of our raids, or a peasant in a distant village thanking a god. Or a lord, or a priest of a particular god. Even one of the paladins that needed to check the crypt at Dalhurst, and just arrived there and need to tend to the town people and even investigate. The king, and the gods themselves later. But a soul of a man we tortured and killed ? Perfect for explain the plane of an evil god or of a noble one. The possibilities are many.

In regard to the world, Melvin has just recently started to pay more attention and think of different things. Before he didn't care that much, now if he arrives near a town he wants to know anything he can use. That hunger can be used for learn more about a place, though like religion other ways can be used. Like the point of view of others.
>>
>>5109748
lurking n00b here. just reading and enjoying the quest as it unfolds.
honestly, i was drawn in by the ultraviolence of the droog-anons in the beginning.
solid writing, characters, and worldbuilding.
enjoyed the sick dice rolls.
>>
>>5109747
>How have you been imagining Melvin to look/sound, etc.
About average height, maybe aa bit shorter. slim build and average facial features. However he thinks he is much more attractive then he actually is.

>How do you feel about the character development (or the lack thereof)
From what we learned so far, I'm happy with it. My only worry is that we have so many members in our party now that meaningful character development might be spread out and even slower then it is now, with some characters being left behind.

>What are your thoughts on the storyline so far?
I'm really liking it! Especially how it's so open ended right now, and how you're able to basically right in an entire search quest that you did not anticipate at all at the beginning in a compelling way.

>How do you feel about the mechanics and the (very big-brained) additions anons have made?
Like how anons suggested ways to refine the dice rolling movement. It's more similar to GD's method of combat rolls which I personally really enjoy. Also liked how we got a major benefit over the triple nat 20s. Of course, I feel like anons were a bit too edgy at points, especially in the beginning with the minstrels wife. I might be to blame for some of that .
>>
>>5109748
>What are your thoughts on the writing?
I really like how you're able to go into detail about the terrible shit that we do, and how awful of a person we are while also keeping the descriptions short. My only minor suggestion would be to let anons know what the limits are that you're comfortable writing about. I said it before, but again, I'd much prefer a story where the QM likes what he's writing over one who doesn't and is uncomfortable with it.

>How do you feel about the setting so far?
Really enjoying how we're slowly learning about the overall world and the gods and historical figures in it. Makes sense that we don't know much right now as an illiterate farmer, but I would imagine if we picked one of the anti-paladins we would have known a lot more.

>spoiler
That makes so much sense for Melvin. Fucking. Kino.
>>
Ho boy, I missed quite a lot this time. And what an ending!

>>5109571
>maps
Understandable, was hoping we'd be able to snatch one to figure out where to go next. I'm thinking we should aim to take over some kind of fort--be it a legitimate fort or just something a bunch of bandits and outlaws cobbled together--or a low-ranking and known to be anti-social noble's estate (or make one an ally/minion) out here in the boonies. I have a feeling we'll ultimately decide to stay out of the heartland until we've actually succeeded in a straight fight against a Paladin.

>>5109747
>Melvin
I've been picturing an average-to-below average dude in his mid-twenties-early-thirties with crazy eyes (blue for some reason) that's obviously been punched in the face a few times. Not the cleanest guy around, stubble, hair a bit on the greasy sides, with a resting bitch face (I picture the hair a dirty mousy brown and his skin's a bit ruddy). Average height and build (although maybe a bit skinny since he didn't seem to be eating all that well at the beginning). Haven't really been picturing a voice for him; just a dude-voice, I guess? A bit on the curt side, maybe, but just a voice.

>characters
They're certainly distinct, and the most interesting part of a perspective swap is getting inside of their heads. Melvin isn't the most perceptive guy around and it can be kind of hard for the other characters to shine through his perspective. The kid, Tobias, and our newest minions haven't really had a chance to stand out much but I figure that'll change a bit as we move forward.

My favorite so far is Neilson, but I think Sadie (and I may or may not be cheering for Dark Lady Sadie) and Groshnak both have potential and I'm curious to get to know our newest set of minions better.

>storyline
I'm liking it so far, and it'll probably be interesting to see how our guy handles his actions having consequences (I'm guessing he won't). So far there really hasn't been, except rumors about what happened with Gilberd's wife (and possibly some slap-stick moments in the middle of a fight) so seeing how Melvin and the other characters handle them should be nice. The limited perspective we get from Melvin, while giving us a limited view of the world and amount of world-building you've done, really works and makes exploring it feel organic.

>mechanics
I'm new to /qst/ and despite some fleeting desire to play PnP games have never had the opportunity. As such I know jackshit about what makes mechanics good, I just don't want to put you out too much and for us to have too much of an advantage in a fight (which is why some of the bitching about inconsistent rolls, especially when they didn't really result in anything bad happening to us, annoyed me so much).

1/2
>>
>>5110019
>>5109748
>writing
The writing is good--especially when considering the format and the speed you're pumping these updates out; it's not like you have an editor to put them in front of before they go live--and I've been impressed with your ability to put things in context and avoid continuity errors (I mean, aside from randomly teleporting Sadie; our cast of characters is getting pretty big and hard to manage).

Melvin was a little inconsistent, personality wise, at first--which is mostly our fault; we couldn't agree on what kind of guy he was and thus his decision making was a bit haphazard (I like that he's embraced being an autistic manbaby that takes himself too seriously since he got the Authority)--and it seemed like some of the Anons who wanted to be edgy for edginess' sake were winning at first (especially since higher level evil isn't just edginess for edginess' sake, but something much more deliberate). Things seem to be going better now that most of the edginess is relegated to brainstorming that doesn't actually make it into the quest.

Alluding to what's happening is perfectly sufficient. No one seems to be angling to make you write gore-porn, so explicit detail isn't necessary. If you want to go there, fine--although I guess you'll need a new alternative to ghostbin if you do--but as long as we can understand what's going on it's good.

>setting
Mentioned some of this earlier. The gods are interesting so far and I want to know more about them. I wouldn't go so far as following them--trying to avoid stepping on toes, sure, but nods of respect and the occasional sacrifice for a god we like the jib of, sure--especially since Melvin seems to like this being in charge thing and doesn't seem like he wants to be subservient to anyone (and certainly not anyone who hasn't earned it in his eyes).

>the Authority
Pretty great, actually. Odds are it's going to stunt Melvin's ability to grow as a person--although not his ability to grow as a dark lord--and reach a healthy mentality... but that's kind of been out of the question for awhile now. He's had a few screws loose since the beginning, and odds are he was never going to develop perspective or an ability to humble himself; his pettiness is a lot of the reason he's irredeemable (although it might be interesting to see him get stuck in a situation where someone tries to redeem him and he can't kill them immediately for whatever reason) while the rest is a lack of morality twined with what might have been--on anyone else--a fatal lack of self-awareness.

There would have been a lot more autistic screeching for him if we hadn't wound up with the Authority.

2/2

Just realized I forgot to describe how I picture the other characters, but eh. Ehhhh.
>>
>>5110020
Feel free to describe them. Everyone else did
>>
>>5110035
Ehhhhhhh. Ehhhhhhhhhhhh.

Fine.

>>5110020
>>5109747
>Groshnak
I kind of just ran with the picture in >>5092799 only a bit younger, a bit more hair (wiry and a dark greenish), and with slightly less fucked up teeth. Probably has quite the smell to him, too: rotting meat, rotting hide (at least before he upgraded his wardrobe), and stale barnyard animal.

>Tobias
Small, a little mousy and was probably quick to talk his way out of trouble before Melvin unceremoniously fucked his life up. Fluffy light brown hair, watery grey or light blue eyes, sun warmed skin (maybe a tan starting to fade from summer).

>Neilson
Dark hair, dark eyes, skin an even mid-tone. Probably attractive in a roguish way when he wants to be, but not the kind of guy to stand out. Average to below average height with a slight build. Watchful, a bit twitchy when he's nervous, and probably likes to constantly be doing something with his hands. I imagine he's a bit more fastidious (and tries to bathe regularly) than the other men and doesn't like to leave a trace.

>Richard
Bald, dark eyebrows, either dark or watery eyes. Shorter than the others, an average build--albeit a bit thicker around the middle than I'd say the other men were--but with a puffier or rounded face.

>Sadie
Bland, neutral, the kind of face that could be anyone from anywhere. Long brown hair--a nod to her noble heritage more than practicality--probably worn in a braid, brown or hazel eyes, and skin that tans easily but is normally quite pale (possibly due to lineage, possibly due to locking herself up inside whenever possible). A thin, bony build that doesn't have much in the way of fat or muscle, but with soft hands that don't speak of labor much more intensive than writing with a pen.

>Schwarz
I picture this guy as the generic-but-gigantic slav muscle in anything featuring the Russian mob. Pale skin, pale eyes, dark hair, and has probably been beaten with the ugly stick. Lumbering, slow.

>Gawain
Was probably pretty decent looking before we ripped his ear off. Dark brown hair, clear blue eyes, strong jaw and sharp features. Average height, strong-but-slight build. Can move very fast when he wants to, agile (just judging by the way he dodged the shit out of almost everything we threw at him for most of our fight with him), and normally well contained and in control.

>Farmer 1, Farmer 2
Alabama stereotypes only without the gut and possibly the moonshine.

Also, QM, I meant to say it before but I'll say it now: thank you for taking your time to run this quest! It's been enjoyable and must take a lot of work.
>>
>>5109747
>Melvin

I picture him as a short, wiry, sullen-faced swine of a man. Not ugly if he’d only smile and wash himself, but constantly scrunch-faced or sneering cruelly, and too unaware of himself to ever clean up or groom.

>Character development and characters
Groshnak is the best and most interesting to me, but Sadie and Neilson have some real stand-out moments. Everyone feels distinct, and you can see them change and grow. Sadie has stagnated a bit, but I just assumed it’s because she’s private and Melvin is a misogynist who looks at her as a source of power and pussy and cares little for her beyond that.

>Storyline
I’m digging it! Very open-ended, but with a clear sense of mounting purpose.

>Mechanics
A bit granular for me, but I let others play through it. The changes made early on made it feel less swingy.

>Writing and edgy shit
Excellently done, but I’ll admit it – I’m a pretty soft guy despite almost 20 years of chan culture. The worst edginess has almost made me bail on the thread once or twice. My preference would be less descriptiveness to some of the worst of it, but I understand that this may conflict with the point of this quest and that I’m probably in the minority.

>Setting
Interested to learn more about the noble gods! I appreciate that you haven’t rendered them ineffectual or weak, just hesitant to move directly. I’m excited to see what happens when they lose that restraint.

>Authority
Very thematically appropriate to our weaselly prick of a MC.

Thank you for running! Congrats on the popularity of this thread. It is well-earned!
>>
I've read through the thread and compiled a list of Days relative to Kills and the count is genuinely a little staggering.

>33 Days
>38 Kills
>Gilberd, Gilberd’s (Pregnant) Wife, Gilberd’s Boy (3)
>Farmers x2, Farmer’s Son, Infant, Old Woman (5)
>Young Girl, Old Man (2)
>Crude Zombies x3, Crude Skeleton (4)
>Lesser Wight (1)
>Warrior-Fanatic of Khadon, Caravan Guard (2)
>Common Townsfolk x4, Priest of the Noble Pantheon, Young Boy, Baby, Young Boys x3, Young Girls x4, >Farmers x2, Farmer’s Daughter x1, Old Men x2, Old Women x2 (21)

Likewise, I noticed that I forgot to mention the take from Richard's coin-purse about a week ago, 7 coppers, and the wealth from Gawain which there's not a doubt in my mind you would've stolen. That's 24 silvers and 14 coppers. Altogether, combined with your previous wealth and the coinage from the break-in and the farm, you have

>2 gold, 153 silver, and 203 copper coins

Your personal inventory currently consists of-

>1 Tanned Human Skin (very stylish, very in)
>1 Silver Necklace
>1 Holy Symbol (Sarintob)
>1 Holy Symbol (Khadon)
>Light Crossbow (1d6, ranged, takes 1 turn to reload)
>17 Crossbow Quarrels
>Iron Longsword (1d6)
>Intact Buckler (1-in-6 block)
>Fine Nasal Helmet (10% coverage, reduces damage by 2d4)
>Fine Brigandine (60% coverage, reduces damage by 2d3+1)
>Fine Clothes (80% coverage, reduces damage by 1d1-1)
>Espurgat's Dagger (1d6+3 damage, short, masterwork- roll twice, take the better damage)(13 Souls currently trapped)
>YolunuloY's Safe-Warp Stone
>Sarintob's Honey Jar

All-in-all, you're outfitted a sight better than most common deserters but most who didn't recognize you from your reputation or identify the unholy items for what they were wouldn't take you seriously as a dark lord. If not for The Authority, that is.

I need to go to work and take care of that for most of the rest of today, but I'll respond to everyone's posts when I can later tonight. I appreciate the feedback everyone.
>>
>>5110846
Can't forget the
>Sigil-Carved Skull
>>
>>5110846
Man, we really did just casually murder 21 people in the process of finishing up in town didn't we?
>>
>>5110851
I prefer to think we're permanent part-time by now, rather than casual.

>>5110847
We really can't! Have you archived this thread yet, QM?
>>
>>5110846
You forgot the Flawed Lesser Wight
>>
>>5109769
>It's going to be interesting to see how far he can get with this shit,
Completely up to you, the kingdom won't roll over and the Paladins definitely not, but conquest of it, and potentially further, is more than possible if you play your cards right. Especially now that you have The Authority- the least personally empowering of the three choices by far but also the most socially influential. Melvin has minimal charisma outside of an intimidating streak but with The Authority brute-forcing things, he doesn't necessarily need personal charisma.

>and hilarious if we remain the same petty man child by the end of this quest as when we started out as.
Also completely up to you, and your choices, flaws, personal perspectives, etc. Melvin is an absolute monster but where he goes from there is open-ended.

>>5109776
>I think the chaotic rolls have done a lot to form it.
They definitely have, but that's not a bad thing whatsoever. The triple 20s were an interesting development. I had a basic idea of the overarching system and most of the potential advancements planned out a decent time before starting the quest and it's been very interesting to see it improve in real-time. Seriously testing it has given me a lot of ideas.

>>5109786
>Sadie's arc about wanting to be a necromancer is kind of... I don't want to say cliché but sort of flat. Getting the journal itself was cool, along with corrupting, her but afterwards... she was just sort of there. She didn't ask for any special tools or corpses or anything really. I would have liked to see more options for helping her alongside the ignoble gods and dark dyad stuff. Maybe that would have been a bit much though.
That's very reasonable, though if this thread went on any longer she would've gotten pissed that she hasn't had the chance to actually cast her spell, and most of it's that she's been monomaniacally obsessing over the diary for the +10 days you've had it.
>I was super surprised how chill everyone was with him obviously plotting against us. (The hidden dagger, the merchant's key.)
I'm also very surprised, I thought it was obvious and making hidden loyalty checks (which I've been doing for everyone that hasn't been fully indoctrinated, i.e., not Groshnak, who was the only witness to the black stars' alignment) but he's been fairly corrupted by your proximity and isn't likely to have any problems. Killing Richard probably would've done it, though.
>>
>>5111427
>That triple 20 was probably very good for it but I sort of wish it happened later.
Definitely was a bit of an upset, but that's largely the point, to a degree. Triple 20s was insane- had to do something out of the ordinary for it.
>It would have been nice to see Melvin interact with more people as a regular dude before becoming a budding dark lord.
It was very interesting early on, and later on for the opposite reason- that he's still the same bandit as earlier, with the same mindset, but now gives off the impression he's far more dangerous and to be taken far more seriously, when he could likely be killed by a mob of +20 fearless commoners with pitchforks. Not definitely, though, there's a very good chance he could come out on top, even if he could find a funnel of some kind or had Fodder/a Minion distracting them.

>>5109792
>>5109793
>For example making an ambush with traps and fire, in a forest road, to give several debuffs to an enemy group or other stuff like that.
There are rules for ambushing and environmental debuffing like that, yes, it'll be interesting to see if and how you put them all to use.
>And for evil i don t want you to write all the details. Write enough. The message that Melvin is very fucking evil can be given even with subtle things like crying, puking and pleas for help.
Imagination is worse than the description would be, I imagine. I've been trying to balance subtler darkness with overt, fucked-up, if vaguely detailed moments.

>>5109810
>Most of it is fine. The only issue I have is that most of our Combat Tricks are sort of pointless.
I agree, it was largely intended for a chance for Melvin to be a sadistic, well, scumbag in combat by having options more painful/permanently debilitating than standard attacks, but they're somewhat less efficient and not used often, for that reason. That should change (or not) as you get more competent as a Fighter, but that's up to you.
>The ignoble gods are great. No criticism here. Sarintob is my favorite so far. Cute and scary go together like sweet and sour.
It's going to be interesting to see how you try to balance/navigate between/reject them going forward, for sure.
>The noble gods kind of all blend together, which makes them boring. I would have liked to have seen more specifically what the noble gods are into.
>The caravan fanatic for instance, making the world building mean something to us immediately is the way to go about it.
>>
>>5111429
>For a first trip into a church it was fine but I hope we meet the followers of distinct gods in the future instead.
I hear you loud and clear, I wanted to go more into that in this thread but for the most part, they aren't eager to communicate with Melvin anywhere that isn't on the business end of a smite, so that limits their subjective characterization some but it's definitely there. The reason the priest was a pantheon priest specifically is because I rolled an 11, the pantheon's holy number, to see if the boy was in the temple on a difficulty of 12,16 or higher.
>Might want to upgrade that smug flaw then.
If you continue to corrupt yourself, there are some... indirect benefits to taking on flaws.
>Would Melvin losing confidence in himself reduce the impact of The Authority?
Not directly, because The Authority is largely an independent, monolithic force that happens to be stained onto the soul of, and thus nigh-eternally (unless.... [REDACTED]) subordinate to and a part of, Melvin, so Melvin's emotional state doesn't have much effect outside of influencing how that manifests. If he were pissed, for example, his subordinates would be inclined to avoid anything that might antagonize him further, but if he were happy, they might try to brown-nose to/butter him up and appease his demands while they can.

>>5109811
Very true, though they haven't had too much time to be asking for much, or much inclination to want much outside of their specific needs. Groshnak, for example, has tried to tell you about his need for blood a few times, and Sadie would be on the brink of losing it, if she hadn't already packed up and left, if you ignored the necromancer's diary to go raid commoners (which you 100% could have done, without any external consequences).

>>5109851
These are a lot of very interesting ideas and I've had several of them myself, one in particular looong before the thread ended, which'll be interesting to see happen. Melvin's not the only anti-Paladin power-player (or Antipaladin, for that matter) in the kingdom, and it'll be interesting to see how you attempt to co-opt/assimilate/exterminate his potential competition.

>>5109882
>the quest has lurkers
>one of the lurkers likes the quest
>tfw
>>
>>5111433
>>5110015
>My only worry is that we have so many members in our party now that meaningful character development might be spread out and even slower then it is now, with some characters being left behind.
I'll try to mitigate that as much as I can, and it's likely that you'll end up "splitting the party," as it were, to cover different ambitions which'll be interesting. There's always Perspective Swaps as well, and I feel like to a degree they've done a lot to impact the perception of the various characters.
>I might be to blame for some of that.
I honestly didn't think the majority of the thread would go all-out on the premise of the protagonist being a scumbag, which was a very pleasant surprise. Even moreso when 90% of his cruelty was premeditated by anons in the thread, hahaha.

>>5110018
>My only minor suggestion would be to let anons know what the limits are that you're comfortable writing about.
I'm going to be completely upfront with you, I have almost no limits whatsoever outside of explicit kiddy-diddling shit and some of what's clogging the catalog on /d/. I've been more worried about going too far with the implications myself more than the opposite, but it's good to see that I seem to have gotten something of a balance.

>>5110019
>>5110020
>The writing is good--especially when considering the format and the speed you're pumping these updates out; it's not like you have an editor to put them in front of before they go live
I'd say about half of these updates have been written on mobile in about 20 minutes before posting.
>No one seems to be angling to make you write gore-porn, so explicit detail isn't necessary.
I'm not writing the quest for the sake of gore-porn, and I agree. The ghost-bin made me pretty uncomfortable, honestly, but it set a "ceiling" or more accurately, a "floor" for how explicitly dark the quest could get, later on.
>and I've been impressed with your ability to put things in context and avoid continuity errors
Since Sadie's apparent (to Melvin) ability to teleport, I've started keeping some basic notes of where everybody's at.
>There would have been a lot more autistic screeching for him if we hadn't wound up with the Authority.
No question about that. In fact, he still has a decent amount of autistic screeching, it's just that now most people take it seriously, at face value, without him necessarily needing to be brandishing a weapon or having killed someone seconds ago.
>>
>>5111436
>>5110506
>Sadie has stagnated a bit, but I just assumed it’s because she’s private and Melvin is a misogynist who looks at her as a source of power and pussy and cares little for her beyond that.
That's a fairly significant aspect of it, that and her currently studying the diary 24/7 when she's not doing something else.
>The worst edginess has almost made me bail on the thread once or twice. My preference would be less descriptiveness to some of the worst of it, but I understand that this may conflict with the point of this quest and that I’m probably in the minority.
That's pretty reasonable, I'll probably be keeping the tone there at about where it's at now, if not lightening it at places.

>>5110851
You did, and nobody mentioned it, hahaha. If Melvin's soul was less corrupted, he would've had some brief introspection before deciding to murder an infant, but he's starting to get a bit beyond the pale.

>>5110981
>Have you archived this thread yet, QM?
No, not yet actually, I should do that immediately.

>>5111055
Nope, that kill was Groshnak- he got the last hit in to decapitate it, while you did most of the damage, whereas with the Lesser Wight, the orc got in most of the damage, while you got in the last hit to decapitate it. I thought that was pretty ironic, and it was 100% the dice.

All in all, it's been very interesting to see how everyone imagines the characters as appearing as- some of you extremely similar to my own, some less so, but I'm not going to say there's a hard canon on it- just continue describing them to piece together. I also appreciate the feedback tremendously and will be taking everything into account, as well as keeping track of the exact number of days that have elapsed/kills that you've made, because that'll have an impact down the line. For the next thread, I'm going to do a heavy amount of writing for the intro so it'll be happening either much later tonight or earlier tomorrow morning. Best thing to do is to jump right into thread #2.

Thank you for participating in the quest so far. It wouldn't exist without >>(You).
>>
Thread #1 has been archived-
>https://suptg.thisisnotatrueending.com/qstarchive/2022/5075383/
Future archive of threads-
>https://suptg.thisisnotatrueending.com/qstarchive.html?tags=Scumbag%20Antipaladin

The next time I post, it'll be thread #2.
>>
>>5111442
Thread #2-
>>5111607



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

[Enable Mobile View / Use Mobile Site]

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