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The world is full of mysteries and wonders, waiting for you!

>Pick a name.
>First anon please roll 1d100 for social position.
>Second anon roll 1d100 for possible lineage.
>>
Rolled 79 (1d100)

>>5475726
John Johnson
>>
Roll's system will be as follows: The highest of three, the higher the better. Depending on the situation I'm going to Roll or I'll put a DC. I'll give options for you, but you can always give your own ideas, and depending on how good they are, the DC could be lowered.

>>5475732
Good roll anon.
>>
Lineage.
100-???
90-75: Skills.
75-50: Special Talent.
50-25: Talent.
25-1: Good Fortune.
1-???
>>
Rolled 39 (1d100)

>>5475726
Harriet Cross
>>
You are awakened by the sound of banging on the large door of your room. After a few seconds a couple of servants come in to leave a clean change of clothes on your bed.

You look around, taking note of how spacious it is, full of luxuries that many would kill to have. A room worthy of a prince of the past ages.

A room that you will leave for who knows how long.

All for your ambition...

>Fame: You want your name to be remembered for centuries, and not as a note in a great family tree.
>Riches: Your family is rich, but you want to create a fortune whose only owner is you. The only living owner, I mean.
>Adventure: You don't care about material wealth or fame, they come and go. You only care about adventures and living your life to the fullest.
>Other.

>>5475761
>>5475732
Voting for the name will continue until 19:00 (local time. For reference, the current time is 18:34)
>>
>>5475761
Supporting

>>5475812
>>Fame: You want your name to be remembered for centuries, and not as a note in a great family tree.
>>
>>5475812
>Voting for the name will continue until 19:00 (local time. For reference, the current time is 18:34)
It seems there less anons that I expected.
I will move the close of the two votings to the 21:00. (Now is 18:55)
>>
>>5475812
>Fame: You want your name to be remembered for centuries, and not as a note in a great family tree.
>>
>>5475812
>>Adventure: You don't care about material wealth or fame, they come and go. You only care about adventures and living your life to the fullest.
Adventurous noble, go!
>>
>>5475732
>>5475761
>>5475833
>>5475865
>>5475905
Writing
>>
>>5476008
You, Harriet Cross Rose Celephais-Sigma, loved or hated, will be remembered for centuries! And not because your father is part of the council that controls the kingdom of Celephais!

You get up with vigor, taking your time to say goodbye to your bathroom with hot water and scented soap and your bed, soft and comfy.

The fine skirt and shirt that you ordered the day before feel heavenly on your skin, even in the areas that are still sore from the exercises of the day before.

Speaking of which...

>The following options will allow you to have +15 in your Rolls.
>Thanks to being a noble you have a physical and intellectual advantage over the general population, which allows you to have more options.

Body: Choose three.
>Dexterity: Applicable in all situations where foot or hand movements are important.
>Constitution: Applicable in all situations where strength or physical endurance.
>Weapons Training: Swords, spears, shields and others. As long as it's not something exotic, you know how to handle it.
>Firearms Training: Revolvers and rifles, including some muskets and blunderbuss.
>Training with Long Range Weapons: Bows, crossbows, axes, spears and knives.

Regardless of your decision, you know how to ride a horse.

Mind: Choose three.
>History and ancient languages: You can identify ancient writings and you know about the most important cultures of the continent of Vorth.
>Modern cultures and languages: You can start conversations with foreigners as if you were one of them.
>Engineering: You can develop and repair gadgets and basic mechanisms, whether common or magical.
>Leadership: Your orders sound reasonable, even to strangers.
>Psychology: You can understand the emotions and thoughts of the people around you.

Regardless of your decision, you know how to read and write, as well as know court manners.

Rolling for magic.
>>
Rolled 1 (1d2)

>>5476256
Soul: You are lucky to be born with magic and the ability to learn how to use it. A highly prized ability, even if you can only use it a few times a day.
Choose the three Words of Power that you know.
>Carbun-culus: "Fiery Stone".
>Gelum: "Cold" or "Ice".
>Tonitrus: "Thunder".
>Orients: "Rising".
>Crescunt: "Arise" or "Become".
>Iacta: "Shoot" or "Release".

To cast a spell you have three options:

One Word: Choose the meaning of the word (if it has more than one) and apply it. For example: If you use Crescunt or Oriens on a falling stone, the speed of the stone will increase slightly. If you use Tonitrus, Carbunculus or Gelum you will create a small electrical arc, a small flame and freeze or cool something small that you have on hand respectively.

One Word Three Times: Increases the power of the word effect. The stone in the previous example will go off like a bullet. You can also create a large electric shock, a blaze of fire, or freeze an object your size. This can injure or kill you if you are not careful.

Three Different Words: By combining the meanings of the words you can create more "common" spells. Example: Fireball, a ball of fire that can incinerate an enemy or set an object on fire. It is achieved by uniting Carbun-culus (Flame), Crescunt or Oriens (To increase the power of the flame) and Iacta (To launch the flame as a projectile).

Talent, take your pick.
>Body: You can choose one more option.
>Mind: You can choose one more option.
>Soul: You can choose one more Power Word or have one more spell per day.
>>
>>5476260
>>Mind: You can choose one more option.
We already have magic. Join that with science and we're quite formidable. Maybe we can even invent magitek at some point. Though I doubt this will last as long.
>>
>>5476260
You can do one spell per day. Once used you will have to take a good rest to use it again.

I will come back Monday, you can vote and ask me about things. This is my first quest but I will try my best.
>>
>>5476275
There is more options dude
>>
>>5476256
Body
>Dexterity: Applicable in all situations where foot or hand movements are important.
>Weapons Training: Swords, spears, shields and others. As long as it's not something exotic, you know how to handle it.
>Firearms Training: Revolvers and rifles, including some muskets and blunderbuss.
Mind
>History and ancient languages: You can identify ancient writings and you know about the most important cultures of the continent of Vorth.
>Modern cultures and languages: You can start conversations with foreigners as if you were one of them.
>Leadership: Your orders sound reasonable, even to strangers.
>>5476260
Soul
>Tonitrus: "Thunder".
>Iacta: "Shoot" or "Release".
>Crescunt: "Arise" or "Become".
>Soul: You can choose one more Power Word or have one more spell per day.
>>
Could you explain words of power a bit more? Like an example of how they are used?
>>
>>5476286
If you are camping and the wood for your campfire is wet, you can use Carbun-culus to dry and light it.

If a wagon is moving too slow for your liking, you can use Oriens three times to increase the speed of the wagon. Which can be dangerous.

Oriens and Crescunt augment a force (or process like the speed at which the ice melt too with Crescunt) that is already underway.

Iacta can be used to give momentum to something in the direction you want, or you can take momentum away. You can lift a lever far away from you or stop down a rock rolling in your direction.

It is important to clarify that you will not be able to do anything else while you prepare the spell.
>>
>>5476260
>Body
>write-in if acceptable: Mixed Martial Artsn A combination of kickboxing, grappling, throws, and holds.
>>
>>5476347
>>Body
>>write-in if acceptable: Mixed Martial Artsn A combination of kickboxing, grappling, throws, and holds.
All that fall into >Dexterity: Applicable in all situations where foot or hand movements are important.

But I have no problem if you want it as a diferent option. The only thing about it is that the +15 bonus will only be in fights.
>>
>>5476364
I see. In that case let's go:
>body
>Dexterity: Applicable in all situations where foot or hand movements are important.

Thanks for the clarification, QM.
>>
>>5476256
Body
>Dexterity: Applicable in all situations where foot or hand movements are important.
>Weapons Training: Swords, spears, shields and others. As long as it's not something exotic, you know how to handle it.
>Firearms Training: Revolvers and rifles, including some muskets and blunderbuss.

Mind
>History and ancient languages: You can identify ancient writings and you know about the most important cultures of the continent of Vorth.
>Modern cultures and languages: You can start conversations with foreigners as if you were one of them.
>Leadership: Your orders sound reasonable, even to strangers.

Soul
>Tonitrus: "Thunder".
>Crescunt: "Arise" or "Become".
>Iacta: "Shoot" or "Release"

Talent
>Mind: You can choose one more option.
>Psychology: You can understand the emotions and thoughts of the people around you.
>>
>>5476458
Supporting
>>
>>5476458
Supporting
>>
>>5476280
It was late and I was fading out. I apologise.
>>
>>5476738
Dont worry dude.

You can left it like that and I will count it or you can vote again and I will ignore that vote.
>>
>>5476312
Hmm. An actually interesting and semi-original magic system, for once? You've got me, QM.

>>5476256
BODY
>Weapons Training: Swords, spears, shields and others. As long as it's not something exotic, you know how to handle it.
>Firearms Training: Revolvers and rifles, including some muskets and blunderbuss.
>Training with Long Range Weapons: Bows, crossbows, axes, spears and knives.


MIND
>History and ancient languages: You can identify ancient writings and you know about the most important cultures of the continent of Vorth.
>Modern cultures and languages: You can start conversations with foreigners as if you were one of them.
>Engineering: You can develop and repair gadgets and basic mechanisms, whether common or magical.

>>5476260
SOUL
>Tonitrus: "Thunder".
>Iacta: "Shoot" or "Release".
>Crescunt: "Arise" or "Become".v

TALENT
>Mind
EXTRA OPTION: Psychology.

Going for a stealthy girl tinker build.
>>
>>5476256
Body
>Dexterity: Applicable in all situations where foot or hand movements are important.
>Training with Long Range Weapons: Bows, crossbows, axes, spears and knives.
>Firearms Training: Revolvers and rifles, including some muskets and blunderbuss.

Mind
>History and ancient languages: You can identify ancient writings and you know about the most important cultures of the continent of Vorth.
>Modern cultures and languages: You can start conversations with foreigners as if you were one of them.
>Leadership: Your orders sound reasonable, even to strangers.

Soul
>Tonitrus: "Thunder".
>Crescunt: "Arise" or "Become".
>Iacta: "Shoot" or "Release"

Talent
>Mind: You can choose one more option.
>Engineering: You can develop and repair gadgets and basic mechanisms, whether common or magical.
>>
>>5476836
>Hmm. An actually interesting and semi-original magic system, for once? You've got me, QM.

Sorry to disappoint you friend, but I stole that from Goblin Slayer's common magic system.
>>
The vote so far.

Body:
1:5
2:
3:6
4:6
5:1
Mind:
1:6
2:6
3:1
4:5
5:
Soul:
1:
2:
3:6
4:
5:6
6:6

T:
Mind:5
3:1
5:5
Soul:1
?

If you want I can close the vote now and start today. What do you say?

>>5476374
This could be you last chance to vote other options
>>
>>5477007
Let us begin
>>
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118 KB
118 KB JPG
>>5477026

Your steps resound on the marble floor, your firm conviction. You have trained your body since you were little to move quickly and precisely, always with balance and grace. You've honed your sword and spear skills until you sweat, as well as practicing your aim with these newfangled firearms every day until your mother started complaining about the noise and wasted ammo.

But that was the beginning, because when you started studying you discovered that you had a natural talent for learning, probably inherited from your mother, the economic genius, and from your father, who has to read through a mountain of paperwork the size of you every week.

You know the languages and cultures, both ancient and modern, of the inhabitants of Vorth, in addition to receiving joint lessons in psychology and leadership to understand and order the people under your charge.

But that's not all, because besides that you can use magic! The power to command the world itself, at your fingertips!

Through the study of nature and physics, and hours of meditation, you can use the Words of Power:

>Tonitrus "Thunder",
>Crescunt "Arise" or "Become"
>Iacta "Shoot" or "Release"

Together you can create the "Lightning" spell, a powerful electrical discharge that will surely kill its target, and perhaps more depending on the situation.

There is only one thing that can stop you.

Your family.

Or more specifically, your father.
1/2
>>
>>5477069

He is one of the Lords of the Council, the prestigious group that took control of the empire after the fall of the last king, Asrael Celephais, who died in battle without choosing an heir centuries ago. His seven sons, in an unprecedented show of intelligence, decided not to fight like mad dogs for the throne, but to divide it, each taking a piece of land, and committing themselves, and their families, to care for and protect their territory, in addition to voting and discussing decisions that involve the entire kingdom.

You are part of House Celephais-Sigma, the only daughter of Claus Cross Dorn and Mary Rose, a florist who became rich thanks to the speculative market that arose when the tulips crossed the sea.

You have three older brothers, all over 20, with James being the oldest at 27. They are scattered around your parents' land doing administrative work.

Then there's little Will, your little brother. Not so little at 17 and with a head on you, but you don't let that stop you, especially when he confessed to you his dream of being an adventurer.

Your path leads you to the dining room doors, where your father, mother, and Will are waiting.

Today you will present your plan to seek glory and renown. You already know that your father likes your ambition, so you won't have to rely only on your puppy eyes. His support will open the doors to the royal vault, where ancient treasures rest, some from when all of Celephais responded to one man, which could save your life in difficult times.

Your mother is another story. For her, the money you could make by marrying some rich brat outweighs any foolish pursuit of fame. She'll be a tough nut to crack, but if you pull it off the royal treasury will be yours.

Then there's Will. Willy. He bounces off the walls with excitement at the thought of leaving the palace on an adventure. He makes such a cute image that you almost forget that his arms are as thick as your legs now.

Army training may have changed his body, but Willy will always be Willy. Maybe that's why he was able to earn the goodwill (You love that pun, maybe because he hate it) of great generals and common soldiers alike. His support could mean the chance to get reliable and skilled warriors to watch your back without having to pay them for it.

>Roll to find out how your relationship with your family is (Rolling to convince them of your idea comes later).

>First anon roll 1d100+10 for Father (He likes your ambition).
>Second anon roll 1d100-10 for Mother (She doesn't like your ambition).
> Third anon roll 1d100 for Baby Bro (He doesn't mind your ambition)
>Fourth anon roll 1d100 for Big Brothers.
>>
Rolled 85 + 10 (1d100 + 10)

>>5477076
>>
Rolled 49 + 10 (1d100 + 10)

>>5477076
>>
>>5477092 #
>>5477095 #
95- Daddy's Princess
39- Grrr

Is amost as if the dice god know about plot.
>>
Rolled 49 (1d100)

>>5477076
>>
Rolled 67 (1d100)

>>5477076
>>
>>5477076

When you open the doors to the dining room, you are greeted by the beaming smile of your father at the head of the large table. His scarred face, normally grim, makes the gesture appear terrifying to the casual observer.

But you are not a casual observer, you are his little princess.

To say that he is proud of the Glory-seeker that he raised would be an understatement. He gives you many liberties and pampering for the small price of being by his side on his days off to talk about old exploits and battles. He was somewhat dubious when you wanted to train with firearms, devices that he considered dishonorable and of poor taste. After a few words, however, you not only managed to get him to get you a couple of those cool new revolvers, but he started using rifles and pistols as well.

His support is all but assured.

To your father's right, vibrating in his seat, is your brother, Will. Almost as tall and burly as his father's, he is a terrifying figure when he wears his heavy armor. Today he only wears his common clothes, revealing his silly face.

You two don't have the best relationship in the world (Maybe because of you more than anything else) but most of the time you and him put up with each other, or ignore each other when one of you is having a bad day.

He won't give you any difficulties when it comes to convincing him, but he won't give you any advantage either.

Brat.

Then there's your mother...

Maybe it's because she values gold over the opinions of the general population. That she prefers routine and passivity instead of excitement and uncertainty. Maybe it's because you two can be stubborn when you get into it. The important thing is that you and she could never connect as mother and daughter.

She will be a challenge like no other so far.

>Make a speech.
Write a speech to appeal to your family.
After four anon have posted their speeches we will move on to the voting phase, where the most voted speech will be used. Depending on how good it is, your roll might get a bonus.

As a reference to help you, If you have a monthly salary of 2000 Dots in Celephais-Sigma, you can not only buy good food and maintain a respectable house, but a wife and child with ease.

Shitposts will be ignored.

DCs as are now.
Father: 5 / 15
Will: 40 / 60
Mother: 70 / 90

If you pass the first DC, that person will support you moderately.
If you pass the second DC, that person will support you in an important way.
>>
>>5476931
I have yet to see that.
>>
>>5477260
Ehh... What?
>>
QM, I don't know if you will get 4 written speeches for a quest that just started in addition to us having basic info or no interactions so far with these characters' personalities besides this moment. So I don't quite see how we can effectively tailor a speech meant to convince them.
>>
>>5477318
>So I don't quite see how we can effectively tailor a speech meant to convince them.

That is the thing, you dont have to.

You have a boy who want to go outside, a money hunger bitch, and a dad that is so around your finger that you could use him as a muppet.

Just appeal to that, offer something you think they like. That with a flowery and beautiful language and you will have a bonus
>>
>>5477256
Tell our mother that we will her proud and wealthy and tell our littler bro that he can come with us if he wants to.
>>
>>5477787
+1
>>
>>5477278
I said: I HAVE YET TO SEE GOBLIN SLAYER. Do you speak English, QM?
>>
Writing

>>5478038
>I said: I HAVE YET TO SEE GOBLIN SLAYER. Do you speak English, QM?

I speak English. The problem is that I am retarded.
>>
>>5477787
>>5477848

You control your nerves as best you can while reciting your speech.

In the middle of it you realize that you forgot to say it the way a gentleman would make a request to his Lord, and more in the way a peasant would ask a merchant for bread.

Your father doesn't seem to care, he finds it amusing in fact.

Your mother looks down on you, especially when you assure her that you will make her proud of her. Things change when you mention money though.

At least your little brother seems interested, although somewhat confused by the idea that you want him as a travel companion.

After an awkward silence, you leave the room to let them decide if they want to help you or not.

Results.

Father: +0 (You weren't particularly convincing with him today)
Mother: +5 (She doesn't like the way you talk, but she's willing to give you a chance)
Will: +10 (He is willing to give you a chance, if only as an excuse to leave the palace)

>Roll to see if they will support you. The best of three.
>>
Rolled 62 (1d100)

>>5478409
>>
Rolled 8 + 10 (1d100 + 10)

>>5478409
>>
Rolled 4 (1d100)

>>5478409
>>
>>5478411
>>5478441
>>5478447
Your roll: 62

DCs
Father: 5 / 15
Will: 40 / 60
Mother: 70 / 90

With 62 your Father is in your side no matter what, to no-one surprise.
With 70 your Brother is willing to fight by your side.
With 67 your Mother decided not to support you out of the goodness of her heart.

Writing
>>
>>5478484
When you are called back to the room, the scene in front of you is almost what you expected.

Your father smiles at you and assures you that he will have some surprises ready for you tomorrow morning. Then your mother, on the other hand, proceeds to explain in great detail how much she abhors the idea of giving you access to the kingdom's funds for a childish whim.

Then the unexpected happens.

After explaining to you how unlikely it is to get rich by going around looking for treasure like a headless chicken, she proceeds to make you an offer. She is willing to give you 3500 Dots in exchange for 70% of the profits from your first three successful expeditions, plus any treasures you find.

That's a lot of money, but the condition is ridiculous. Before you can say anything she tells you to think about it tonight.

Then there's your brother. Will gladly accepts your proposal and he is willing to help you as much as possible, but he made signs under the table for you to stay.

As your mother and father leave to attend to their business, Will calls for servants to bring cups of coffee. While you enjoy your breakfast, you he watches you closely.

You feel uncomfortable when your brother acts like the adult you intellectually know he is, and not the brat he grew up with.

"Do you really want me to come with you?" He asks you.

You remain silent for a moment. The truth is that inviting him came a little out of nowhere. Yes, you did it to convince him, but you could have promised to send letters recounting your findings and he would probably be bouncing with excitement.

"If you want we can go our separate ways after leaving Dorn." He explains to you, before quickly adding. "If that's what you want, of course."

Some of this doesn't sound right...

>Ask Will to come with you.
>Tell him to find his own way.
> Try to figure out what he's thinking (Requires Roll).
>Other.
>>
>>5478560
> Try to figure out what he's thinking (Requires Roll).
Don't we have psychology in our background?
>>
>>5478564
Yes. That is why you have the option at all.
>>
>>5478560
>Try to figure out what he's thinking (Requires Roll).
>>
>>5478560
>> Try to figure out what he's thinking (Requires Roll).
>>
>>5478564
>>5478877
>>5478976
Rolling time boys.

Bonus:
+20 Psychology.
+15 Because he is your brother and you grow up side by side.

DCs
50 for feels
90 for thoughts
>>
Rolled 16 + 35 (1d100 + 35)

>>5479026
>>
Rolled 23 + 35 (1d100 + 35)

>>5479026
>>
Rolled 70 + 35 (1d100 + 35)

>>5479026
>>
>>5479030
>>5479043
>>5479198
Writing.
>>
>>5479214
"Hmm." You play with your fingers while examining your little brother from top to bottom.

He, meanwhile, stands firmly in his seat, trying to control his eyes, which try to stray away from you, or how his feet move not-so-subtly under the table.

On his face you find a battle between determination and doubt, insecurity and... Hope?

Your little brother was never someone who shunned danger, quite the contrary. Will's confidence in himself and how he wants to be is almost enviable, especially when he starts talking about his desires and hobbies, not caring if others consider them silly or ridiculous.

The only times you've seen him nervous about this is when your older brothers come to visit or when your father returns from a long trip, a situation that Will takes advantage of to give a presentation of all the achievements, no matter how silly, that occurred in their absences.

So why change now that you...

Oh. Oh Willy...

He wants to impress you.

You run your hand through your hair as you sigh.

He is a good warrior, yes. A truth that took you years to accept. Even though he doesn't have your dexterity or ability to use firearms ("How am I supposed to have an epic duel with a gun?"), his swordsmanship is on par with yours, even though you have three years on him. And that's not to mention his strength, an inheritance from his father that he didn't let go to waste.

But there is a reason why he is confined to the palace when someone like him would normally have been given a permanent position in the army, especially with his leadership skills and his almost supernatural ability to boost the morale of those under his command.

He craves adventure, and if he's given the chance to pursue it, chances are he won't stop. Not even the toughest sergeant in the army could knock that out of him.

And now he wants to impress his big sister.

You'll practically need a leash to keep him from launching himself into the unknown.

What will you do with him?

>Invite him to join your team.
>Tell him to find his own adventure.
>Tell him that he will have to organize his own expeditions, but that he can accompany you when you are not exploring.
>Other.
>>
>>5479266
>>Invite him to join your team
>>
>>5479266
>Invite him to join your team.
Brother/sister bonding time
>>
>>5479266
>Invite him to join your team.
>>
>>5479367
>>5479411
>>5479533
Writing
>>
>>5479564
You know that you will live to regret this decision.

"Do you really think I would leave my little brother alone? You would probably get lost in a hallway without me." You smile at Will. "Are you ready for tomorrow?"

Willy drops any pretense of maturity and jumps out of his seat with his arms in the air. "Sure! I'll be waiting for you tomorrow with some of my friends from the barracks!" He quickly leaves the dining room, probably going to get his things packed, almost running over Carl, the butler.

Maybe you should do the same and look for your weapons and equipment?

You quickly go to the armory, passing through the area set up for the soldiers, and open the doors of the closet where your collection is.

Now which one will you choose?

>Firearm.

You can choose a big weapon and a small one or two small ones.

Bullet types:
Normal: Will pierce through leather armor and gambesons, but steel plates can resist it. They are ineffective against enemies that are scaly, like earth dragons, or with layers of fat, like bears.
You can find them in the towns and cities.
Heavy: Can go through what normal bullets have trouble with, but they are not perfects.
You can only find them in cities.

>Revolver.
Small gun.
6 special normal shots per reload.
You can shoot twice per turn
You can load 60 bullets.
The special bullets of the revolver are almost impossible to obtain in the field, the only reliable way is in the big cities.
>Rifle.
Big gun.
5 special heavy shots per reload.
You can shoot once per turn.
You can load 75 bullets.
Special rifle bullets are available in cities or in some army posts.
>Hand Gun.
Small gun.
1 normal shot per reload
You can load 80 bullets.
>Musket.
Big gun.
1 heavy shot per reload.
You can load 80 bullets.
>Another antique firearm, functional preferably.

1/?
>>
>>5479757
>Rifle.
>Revolver.
>>
>>5479757
>Melee weapon.

If you choose a two-handed weapon you can't choose other weapon.
You can carry two one-hand weapons and a shield.
If you choose the heavy shield you will not be able to choose a two-handed weapon.

>Saber.
>War Axe (One hand/Two hands).
>Sword (One hand/Two hands).
>Hammer with one hand.
>One-handed Warpike.
>Spear (Short/Long).
>Other.

>Shields

>Big shield.
It can stop normal bullets and deflect heavy bullets.
Melee weapons, or claws, teeth, and horns, will not pierce it.
Heavy.
>Normal shield.
It can stop normal bullets.
Melee weapons, or claws, teeth, and horns, will not pierce it.
Not Heavy.

It is important to add that you can choose to carry only one weapon, or none, from the categories presented (Ex: A hand gun, a spear and a shield). If you choose to go on horseback, or on Earth dragon, the weight will not affect you, but if you try to run with everything on your shoulder, you will feel it.

You can choose weapons and leave them on your mount, only taking the ones you think you need before walking.

No matter what you choose, you will carry your Magic staff.

>Armors

>Gambeson and plate armor.
Stops normal bullets and most melee weapons, plus bows and crossbows.
>Gambeson and chain mail.
Stops most melee weapons and arrows.
>Other.

The weight of the armor doesn't change your movement much.

You can choose the shape of the shield.

You can ask questions.
>>
>>5479783
Melee Weapon
>Hammer with one hand.
Shield
>Big shield.
Armor
>Gambeson and plate armor.

>You can ask questions.
Was this the name of this quest supposed to be Tomb Raider instead of Tumb Raider?
>>
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>>5479793
>Was this the name of this quest supposed to be Tomb Raider instead of Tumb Raider?

Yes, my autocorrect was on and when I realized it we had already named the girl.

As I say before, I'm retarded.

This quest is Tumb Raider now.
>>
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>>5479830
Alrighty then, thanks for the clarification.
>>
>Firearm
Rifle
Revolver

>Melee weapon
Saber
Normal Shield with our family coat of arms

>Armors
Gambeson and plate armor.

>>5479842
Lol
>>
>>5479964
Support
>>
>>5479757
>Musket
>Another antique firearm, functional preferably.
Wheellock pistol
>>5479783
>War Axe (One hand)
>Big shield.
>Gambeson and plate armor.
>>
>>5479769
>>5479793
>>5479964
>>5480139
>>5480243

Writing
>>
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>>5480262
Putting on your armor turned out to be more tedious than you remembered, perhaps because of the emotion that runs through your body.

Next comes your rifle. One of the newest additions to the army, but no less deadly for that, you think as you pick up a box of ammo. Being able to fire five bullets before reloading is not something to be taken lightly, after all.

Although this one doesn't compare to your revolver.

A magnificently effective and simple piece of engineering at the same time. With the size of a pistol and the capacity of a rifle, the revolver in your hands is sure to change history in the future.

The sound of a poorly guarded ax falling awakens you from your reveries.

You quickly take another box with the bullets custom-made for your weapon, as well as your saber, an exquisite work of steel, and your shield, marked with a golden eagle that stands victorious over a dying serpent on a blue background.

When you leave the armory you feel powerful and intimidating.

And somewhat heavy.

1/3
>>
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>>5480351
When you arrive at your study you are surprised by the presence of Will, who turned to see you from above to below.

Decked out in shining armor with his battle-axe in hand and shield and sword behind him, to say that he looks imposing would be an understatement.

For a few moments at least.

"This is going to be great!" He starts laughing, jumping up with more ease than seems possible.

"Hey! Easy. This is serious." You try to control Willy, with moderate success. At least he stopped jumping.

"So where are we going?" Will excitedly asks.

You smile under your helmet as you pick up a map from your desk. "I already have some options prepared."

2/3
>>
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>>5480353
Black - Big City. Dorn.
Everything a city can offer but better.

Violet - City.
Food and lodging.
Merchants of all kinds.
Blacksmiths capable of fixing firearms.

Red - Town.
Food and lodging.
The Merchants do not have a large variety of products, if any.
It depends on the town, but there are almost always Blacksmiths. They can't fix firearms.

Yellow - Important site.

* - Where are you now.

>1 - Old Look-out Post.
Danger level: Low.
Potential criminals and wild animals.

Some generals want to clear the area to build a barracks there.

Potential rewards:
Fame.
Weapons and ammunition.
Relics.

>2 - Mysterious Caves.
Danger level: Unknown.
Disappearances are common in the mountains.
Possible wild beasts.

Willy wants to see what is there.

Potential rewards:
Adventure.
Rocks.

>3 - Abandoned Tower.
Danger level: Low.
There are rumors of criminals in the area. Possible wild animals.

Three boys from a local logging town went missing nearby.

Potential rewards:
Fame.
Relics.

>4 - Haunted Ruins.
Danger level: Medium.
There is talk of old magic in those woods. Possible beasts and monsters.

It is said that there is a hidden area where there are some ruins. Strange creatures have been sighted.

Potential rewards:
Adventure, Money and Fame.
Relics.
Magical objects.

>5 - Remains of the Old Port.
Danger level: Low.
Possible criminals.

The local merchant guild wants to clean up the area. There is talk of a rival guild operating there.

Potential rewards:
Money and Fame.
Valuable items.
>>
>>5480355
You can choose one or make a route that passes through more than one.

You can ask questions.
>>
>>5480355
>1 - Old Look-out Post
Start simple and close to home
>>
>>5480383
+1
We got a bit of a Warband, considering the people we're bringing, the arms we bear, and the armor.

If the first roll had been 100, would we have just been born royalty, even though there is no central authority figure?
>>
I made a map, I hope you all like it.

>>5480491
The third offspring of the Emperor of Yanna, a "rival" empire roughly the same size as all of ancient Celephais. a third of Vorth can be covered between the two empires.
>>
>>5480355
>1 - Old Look-out Post
>>
>>5480383
>>5480491
>>5480622
Writing
>>
>>5480721
"Pleeease..." Even when the helmet covers his face, you know he's doing puppy eyes.

You cross your arms. "Nope."

"Can we go there later?" Will begs you.

"We'll see, Willy." You say, rolling your eyes. "Did you call your friends in the barracks?"

"Sure, I sent each of you letters explaining all this. I don't think many will sign up besides Petyr." He explains as he heads for the door, resting his battle-axe on his shoulder.

"Hey!" You call him.

There's an awkward silence between you as you try to channel your emotions into words.

After a few seconds, you gather your courage and raise your visor.

"I want you to know that I appreciate what you do for me." You confess to him, something that is more difficult than you thought. "I wasn't the best sister, but I'll try to be better now on."

Will is silent for a moment, lost.

Then he rolls up his visor, flashing a smile so bright you almost have to look away. "Thank you, Sister."

You stare at each other not knowing what to say, or if you should.

Will decides to break the moment. "This means you stop calling me-"

"Never." You answer immediately.

"Fine, fine." He lowers the visor from him, shrugging. "I had to try it."

After Will leaves the room, you begin to think about the journey that lay ahead of you.

With the support of your father and brother, nothing seems to be able to stop you from traveling the world and becoming the most famous explorer of Celephais and beyond!

Well... Except for the money. Or the lack of it.

You have saved 1200 dots. Enough money to be able to make three expeditions without feeling the pressure, but if you don't have earnings by then your future could be complicated.

You sigh.

Your mother's offer is stupid, ridiculous. And you don't think it can be negotiated.

But it's also a sure thing.

You are willing to do jobs just for the money, but it is not what you are looking for.

What will you do?

>Accept.
>Decline.
>>
>>5480802
>>Accept
Our first 3 expeditions won't be very profitable anyways so why not
>>
>>5480802
>Accept.
I'll be very sad if we find some legendary artifact on one of these first three missions and have to turn it over. We can lie about it, though. Pretty sure Willy is firmly in our camp.
>>
>>5480808
>We can lie about it, though.
It is extremely likely that she will find out. She probably expects you do it.
>>
>>5480802
>>Accept
>>
>>5480805
>>5480808
>>5480893

You take your time to make the decision.

The conditions are ridiculous, yes, but maybe that's the idea. Knowing your mother, she expects you to break the agreement when you find something you don't want to give up, so she can put you in her debt.

A chill ran through your body at the idea of what she could force you to do. Everyone in the palace knows that the only reason you're not married yet at twenty is because of your father's intervention.

But guess what mother! Your daughter will honor your stupid deal and there will be nothing you can do about it!

Or you can try to escape from Celephais-Sigma. The border to Celephais-Gamma is close, after all.

The sound of someone knocking on the door wakes you from your reveries.

He is a servant. It's noon now. Or more importantly, time to eat.

After enjoying your meal, you pack a bag of clothes and spend your last afternoon in what could be a long time basking in the sun in the gardens.

You wake up early the next morning, anxious but determined.

When you finish putting on your armor and preparing your weapons, someone knocks on the door.

It's Will, holding some sheets of paper.

"Oh, are you awake? Perfect." He smiles as he hands you the papers, which you can now see are military files. "Not many wanted to come, which wasn't a surprise."

"Only three?" You ask stunned. Perhaps all this is very sudden, and somewhat risky, but you are Harriet Cross! You're not just any girl, so why did so few want to join your team?

...

You raise your head and look at your brother.

He continues to grin like a fool. "What?"

You shake your head. "Nothing."

Who will you choose?

>You can choose two, one or none.
1/4
>>
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>Petyr.
Commoner.
Adventure.

Strengths:
>Dexterity.
>Constitution.
>Weapons Training.
Weapons:
>Warhammer.
>Warpike.
>Big Shield.

He has the same syndrome that Will has, which is why he left his home and a secure trade as a blacksmith and joined the army. He was lucky that a local nobleman noticed his potential at hammering.

When he and Petyr empower each other, they can do some really crazy things.
>>
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>Ada.
Daughter of a minor noble.
Fame.

Strengths:
>Constitution.
>Weapons Training.
>Firearms Training.
>Medicine.
Weapons:
>Rifle.
>Sword.
>Normal Shield.

A noble daughter who decided to apply her family's traditional healing techniques on the battlefield. She sees Will and Petyr as a way to train her abilities.

A serious person most of the time, she is the reason Will and Petyr still have all their fingers, partly because she tends to stop their half-baked plans, and partly because she heals them when she fails to stop them in time.
>>
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>Henry.
Son of a merchant.
Money.

Strengths:
>Dexterity.
>Firearms Training.
>Normal Engineering.
Weapons:
>Rifle.
>Hand Gun.
>Dagger.

He was pressured to join the army by his father, who wanted to secure a deal with a general. He is terrified of dying in battle, which is why he specialized in firearms. He looks for a way to get out of the service.

He and Will met when the latter saved the life of the first in an incident whose culprits were Petyr and Will himself.
>>
Note: They are all sixteen years old.
>>
>>5480928
>Petyr.
>Ada.
>>5480951
Is there any particular reason why?
>>
>>5480951
Sorry I mean seventeen years old

>Is there any particular reason why?
Nothing specific other than they were in the same class as Will.

If you had chosen not to accept Will in your group you would have older candidates.
>>
>>5480951
Support
>>
>>5480928
Petyr and Ada
>>
>>5480952
>>5481053
>>5481184
Writing
>>
>>5481284
You point to Ada and Petyr. "These two."

"Yeah!" Willy can't contain his enthusiasm. "I'll be waiting for you at the inn in front of the palace! You know which one, right?"

You facepalm, or at least try to. The helm makes things awkward "Really, Willy? That muck is barely holding up, I'm surprised no one has shut it down."

The "Old Wolf" inn was never a very clean place, not even in its glory days according to your father's testimonies, but now it lived up to his name, smelling like wet dogs and with beds full of fleas.

"Don't you want to meet your allies at an inn? It's tradition!" He argues, though by this point you know he's just kidding. "Fine, we'll be waiting for you at the western gate, but you'll take care of the transport. Petyr and I don't mind dragons, but Ada only goes on horseback." He says as he retreats down the hall.

As he is about to cross the corner, however, he turns around. "Oh, father wants to see you. He is waiting for you in the gardens."

1/2
>>
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>>5481430
As you exit the palace and walk towards the gardens, you are greeted with an awe-inspiring view of the city of Dorn at the foot of the mountains.

You have never left your hometown, and now that almost everything is ready for you to march into the unknown, the metropolis and the world seem to expand under your feet.

"There you are." The embrace of a powerful arm takes you by surprise, making you scream, but not by much.

"Dad!" You shake your legs in irritation. He laughs as he lets go.

He is dressed in his armor, but instead of his sword he carries a chest under his arm. "How do you feel today?" He asks seriously.

"A little nervous, I can't believe this is happening." You explain to him.

He seems touched, and puts his hand on your shoulder. "It's the same for all of us, don't worry. Just remember you'll always have a home here. And don't forget your brothers, I'm sure they won't mind a visit if you stop by their citys."

"Yes, father." You mumble.

"Now lift your spirits. I have a gift for you, pick one." He says as he opens the chest.

Inside you can see a pair of very elaborate ancient-style gauntlets, a beautiful silver pendant, and a ring of a material you cannot identify.

>Gauntlets of Power.
Heirloom of House Cross, forged from steel and reinforced with enchanted silver.

Gauntlets increase the strength of their wearer, allowing them to carry and hold twice as long as they could.

Does not increase resistant to physical attacks.

>Pendant of Protection.
Heirloom passed down generation after generation from a lesser house, confiscated by your mother along with other items.

The wielder becomes more resistant to physical attacks, such that a direct hit from a sword blade will only cut through the wielder's skin.

It offers no benefits in wound healing.

> Ring of Breathing.
A ring of power, its origin is unknown.

It allows the user to breathe in airless environments such as the bottom of a river, in addition to providing protection against cold and pressure.

The ring is useless if you can't breathe or your lungs don't work.
>>
>>5481434
>Gauntlets of Power.
Time to cleave people in twain!
>>
>>5481434
>Ring of Breathing.
>>
Also, dad is a muppet. He's willing to give the family heirloom to us instead of the heir.
>>
>>5481538
Just daddy's girl things
>>
>>5481538
Is not the only one, but yes. And even if your big brothers know how to fight, they are not warriors at heart.
>>
>>5481434
>>Gauntlets of Power.
>>
>>5481437
>>5481467
>>5481576
Writing
>>
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>>5481867
"I like those." You say as you take the Gauntlets of Power. They don't feel very heavy for their size.

Your father smiles at your choice. "I knew it! You do have my tastes after all. Go ahead and try those."

"Can I?" You ask, knowing you will anyway.

For a second, you think about removing your own gauntlets, but then you realize that the relics you're holding weren't made with women's hands in mind.

Under the watchful eye of your father, you don the Gauntlets of Power over your own.

The effect is instant. A warm energy spreads through your body, making you feel completely revitalized, and then goes even further.

By the time the effect wears off, the weight of your weapons and armor seem like a little nuisance.

Moving your fingers slowly, you feel that nothing can stop you.

"Amazing, right?" Your Father asks you.

You nod, somewhat taken by the experience. "It is always so?"

"No, only the first time." He explains to you, before looking into your eyes, the sudden seriousness of him taking you by surprise. "Try not to use them too much. Remember, a weapon is only as good as the person carrying it. If you start to depend on them they will weaken you instead of strengthening you."

"I will remember Father." You say honestly. You have rarely seen him so serious about something, even less directed at you.

"I know you will, honey." It doesn't take long for your father to hold you tight against his chest with his free hand, in a farewell hug that continued for a long time.
>>
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>>5482011
You walk through the main streets of Dorn, cutting an intimidating figure in your armor, your revolver and saber at your waist, shield on your back, over your pack, and with your rifle slung over your shoulder.

You have bought rations for four days, in addition to buying the basic equipment for an expedition:
>A couple of ropes.
>A lantern and oil.
>A big tent.
>A compass.

Or at least the implements you can remember.

>You can suggest others.

All of this ended up costing 400 dots.

That figure would have been more significant if it weren't for the bag added to your backpack.

Your mother smiled like a wolf while you signed the contract to formalize the deal between you. Even when she hand you the money Mary looked so smug, so triumphant. You almost consider breaking the contract right then and there.

But you had good reasons not to.

3500 Reasons to be exact.

You sigh while looking at some shop windows.

With your now 4,300 dots, your transportation options have expanded.

Your plan so far was to use the cart service that circulates the roads between the cities and towns to get closer to your places of interest. The service is relatively cheap, and reliable most of the time.

But it has its limitations. They cannot get off the roads, and if the roads are closed for any reason they have no choice but to stop. And that is not to mention that if you leave one to explore you will have to wait for another to pass or walk to the nearest town.

Now you have the option to buy your own mount, either a horse or an earth-dragon, which will allow you to ride your team wherever you want.

But that freedom is not free. Even if you can afford them now, their prices aren't cheap.

What will you do?

>Buy mounts.
>Use the cart service.
>Other.
>>
>>5482019
Several sets of clothing?

>Use the cart service
>>
>>5482026
>Several sets of clothing?
Yes.
>>
>>5482019
>Buy mounts.
>>
>>5482019
>Buy mounts.
>>
>>5482026
>>5482358
>>5482385
Writing
>>
>>5482407
You decide in the end that the freedom of movement is worth it.

After a bit of walking aimlessly and asking strangers for directions, you manage to reach the establishment you are looking for, where you are greeted by an old man who soon shows you the facilities.

The building features a large stable, divided between horses and earth dragons.

Your position as the daughter of Claus Cross endowed you with the opportunity to learn to ride the graceful runners of the plains, as well as teach you to identify the breed of animals before you.

The horses seem mostly quite normal, if well cared for, bred for field work and transport. Which doesn't stop them from costing 700 dots on average.

You are in for a surprise when you discover what looks like a Warhorse. Taller than the others, his form is a balance between power and agility. The dream of any nobleman.

For a second you hope that they didn't know what they had in their hands, but the sign that marked it with the newsworthy price of 1200 dots dissuades you from that notion.

Then there are the earth dragons.

In ancient times they were considered little more than filthy monsters to be killed on sight, able and willing to eat anything, reaching the point of cannibalism in desperate times.

Everything changed when people realized the delicious taste of their meat.

The process of taming cow-sized predators was difficult to say the least, uniting the efforts of specialists, researchers, and wizards alike, though it did pay off.

Easier to keep than horses, especially in warmer climates, and capable of laying eggs that can be eaten and traded, they were quickly adapted into farm animals. The breed specialized for consumption is called Sandpigs, while the one used as a draft animal is known as Dogmule.

Their prices range between 600 and 500 dots.
>>
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>>5482567
Horses.
Animals valued by society in general, especially the nobility.

You have experience with horses, which allows you to have a +15 bonus on all the maneuvers you want to do with one.

>Work horses.
They cannot attack, but they will defend themselves.
Not very agile, but they have good endurance.
Not very good on rocky terrain.
They can pull a cart.

There is more than one.

700 dots

>War Horse
They can attack.
Agile and with endurance.
Not very good on rocky terrain.
Putting him to pull a wagon might be considered wasteful, but you can do it.

There is only one.

1200 dots
>>
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>>5482569
>Earth Dragons.
Animals valued by the lower class, the nobility tend to look down on them.

You don't have experience with them, but you can extrapolate some things.
You get a +5 bonus.

They will not attack humans, they will only flee to a safe distance and wrap around themselves, using their hard scales as armor.
Not very agile, but they have good endurece.
Good on rocky terrain, with the ability to climb.
They can pull a cart.

550 dots

>Cart
A four-wheeled, reinforced wooden cart, similar to those used by the transportation service. It can carry up to six people comfortably.

800 dots.

You have 4,300.
>>
>>5482570
You can pick four mounts, one and the cart or some mix.

You can also pick nothing
>>
>>5482570
1 War horse
1 Work horse
1 Cart
>>
>>5482607
+1
>>
>>5482607
Supporting
>>
>>5482607
>>5482685
>>5482784

Writing
>>
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>You have 1600 dots.

Walking through the streets of Dorn pulling your new horses and a cart is easier said than done, but after a couple of incidents, you find Will waiting for you in front of the city gates, along with what you suspect are Ada and Petyr, plus two men you don't recognize.

Will is quick to signal when he sees you, waving his arms above his head.
>>
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>>5483942

When you approach, you are immediately hit by a wave of questions. The only thing you can understand were "How did you get the money?", "Did you make a deal with mom?", "A war horse!" and "I introduce you to Petyr and Ada."

You are somewhat confused, until who you think is Ada stands in front of you, takes off her helmet and bows her head in reverence. You notice how she carries a custom armor full of small pockets, and a large backpack, which has pots and pans hanging out of it.

"Nice to meet you in person, Lady Sigma. I am Ada Azor Louet, but you may call me Miss Azor if you wish." Ada says respectfully, offering you her hand, which you don't hesitate to accept. "I hope that we can both benefit from this expedition, no matter how it ends."

"I hope the same Miss Azor, you can call me Miss Sigma or Cross. Thank you for taking care of my brother." You answer, before pointing with a little blush at the pots and pans. "And at the risk of making myself look like a fool, I'd like to thank you for bringing those with you. I forgot to buy them on the way here."

"Don't worry about things like that, I've experienced worse." She says with a sincere smile, going to the wagon to put her backpack down.

Before you can think about how you've probably messed up your first impression with Ada, or thank your little brother for making one so bad that yours doesn't seem so bad by comparison, the guy you identified as Petyr enthusiastically introduces himself.
>>
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>>5483947
"Hello Miss Sigma, I'm Petyr Smith Bohun, but you can call me by my last name or Petyr, whichever you prefer." He tells you smiling, extending his hand. His casual demeanor almost makes you ignore the fact that he is a little shorter than your brother and has the same build, but that becomes easier to remember when you shake his hand and feel how firm it is. "I hope we both get what we're looking for in this adventure."

"Of course Mr. Petyr, nice to meet you." You answer him, following with your eyes as he goes to leave his backpack in the cart, mumbling and laughing all the way along with Will.

You feel that you will regret bringing those two in the future.

It is then that the two men who were waiting to one side approach. You notice that they are dressed in the uniform of royal servants, in addition to wearing insignia that they show you soon.

"Hello Lady Sigma, we have come to make a delivery on behalf of your mother." One of them proceeds to hand you an envelope with a signed contract and three blank forms inside. "When you finish completing your expeditions, you are requested to go to a competent authority and deliver this envelope, along with everything you have found, thus fulfilling your part of the contract. Good day and good luck with your trip." Said the two mens as they go back the way they came.

Putting aside the feelings of doubt that go through your head, you decide to just bag the envelope and head to the great reinforced doors of the city.

Fame awaits you!

>Choose who goes on the war horse, next to the cart.
You: +15 riding a horse.
Will: +15 riding a horse.
Petyr: +5 riding a horse.
Ada: +15 riding a horse.

>Choose what you will do during the trip. Choose two activities.
>Talk to (Person) about (Something).
>Practice (Something) with (Someone).
Note: If you use ammo, it will be lost.
The trip will stop.

Roll for events. Since the trip is short, just one 1d100 will do.

100: ???, ???, ???.
99-80: ???, ???, ???, ???, ???.
79-71: ???, ???.
60-50: ???, ???.
49-30: ???, ???, ???, ???.
29-10: ???, ???, ???.
10-2: ???.
1: ???, ???.
>>
Rolled 73 (1d100)

>>5483959
>You: +15 riding a horse.
>Talk to Ada about guns.
>Practice swordsmanship with Will.

>Lady Sigma
Does Will get called Lord Sigma? Will we ever see someone describe our personality as a Sigma mindset?
>>
>>5483961
Nice roll.

>Does Will get called Lord Sigma? Will we ever see someone describe our personality as a Sigma mindset?
The Sigma family is not seen as a paragon of good judgment exactly, with its history full of not well thought out decisions, such as naming the seventh part of the empire and your family eighteen.
>>
Rolled 2 (1d3)

>>5483978
>>
You can choose the same activities twice.
>>
Rolled 47 (1d100)

>>5483959
>You: +15 riding a horse.
>Talk to Ada about guns.
>Practice swordsmanship with Petyr.
>>
>>5483978
>naming the seventh part of the empire and your family eighteen.
I'm confused by this sentence. Did they name the part of the empire they had the 17th and call their family the 18th?
>>
>>5484006
The idea of the seven brothers was to name the seven parts of the empire using the Greek equivalent: Alpha, Beta, Gamma, Delta, Epsilon, Zeta and Eta. But the seventh did not like the name Eta because it sound too much like Zeta and decided on Sigma, because it sounded better.

At the last moment and without notifying his brothers.
>>
>>5484029
Truly a Sigma move.
>>
Rolled 88 (1d100)

>>5483959
>>You: +15 riding a horse.
>>Talk to Ada about guns.
>>Practice swordsmanship with Will.
>>
>>5483961
>>5484004
>>5484325

Writing.

And I only ask for a one 1d100. Thenks anyways
>>
>>5484522
QM?
>>
>>5486023
Family thing, be back in few days
>>
>>5486436
Good luck mate
>>
>>5486645
Thenks mate

>>5484522

You ride your Warhorse, looking around you in a dreamlike state.

To your left stretch miles and miles of wheat fields, swaying gently in the spring sunshine.

To your right rise the dark mountains, towering over the plains.

And of course Dorn, your home, behind you, receding with each steady step of your horse.

You breathe slowly, calming down, and close your eyes.

You can do this.
You want to do this.
You trained for this.
You depend on this.

You will make it.

When you open your eyes, the vision of the long road ahead of you does not frighten you. In your mind you can see them in the distance, humble towns and bustling cities, all of whom will know your name in the future!

With your determination consolidated, you direct your gaze to your right, where your companions advance.

Ada and Will sit up front, with your brother at the reins, joyfully, and the girl as watchman, gazing the fields with cold eyes, her helmet on her lap. Petyr is tidying things up in the back, if the noises you hear are anything to go by.

You open your mouth, intending to mock your brother's stupid grin, but are stopped before the first word can get out of your mouth.

Ada probably already has a bad impression of you, believing that you're just a rich girl who never left her palace. And that's not true! You do go out to buy things in the shopping district once in a while, after all.

At least she doesn't think you're the Sigma of your generation, having met your brother.

Probably.

Approaching the cart carefully, you clear your throat. "So... do you like firearms, Miss Azor?" You say while pointing to her weapon.

She turns to see you, her gaze neutral. "I couldn't say, really. For one thing, they're deadly. For another, they make a mess when they're not."

You do, understanding the point. "Your file says that you want to use your skills as a field medic, is it to help those wounded by bullets?"

She nods, but then hers gaze drifts, and she subtly clenches her jaw.

She feels conflicted.

Regret or shame? Something that happened? Or something she's going to do?

Before you can ask anything, Will raises his voice as he pats Ada on the back. "Whether it's bullet or sword wounds, you can't be in better hands than this girl." He turns around to look inside the cart. "Hey, Petyr! Remember the time John blew his hand off with his gun and Ada sewed it back on?"

Petyr's voice echoes inside the store. "Don't make me remember. I didn't know if they were fingers or just meat. Miss Azor looked at it from side to side and started to sew. He can still move her index and middle fingers from what I heard."

The boys' compliments seemed to take effect, with Ada giving a slight sigh before resuming her mask of professionalism.
>>
>>5488445
After that she travels back to a more gentle rhythm.

A memorable moment was when you passed through a town with a real Church. From the path you can see a group of men gathered in front of the building. The most remarkable were three men dressed in white robes with red hoods.

Religions are not prohibited in Sigma, but their adepts and gathering must be out of the cities, for the protection and safety of everyone.

Ada seems indifferent, while Will and Petyr nearly fall over trying to keep an eye on them.

"Do you only use firearms, Miss Sigma?" Petyr asked, poking his head out from behind Ada and Will.

You set your rifle aside to draw your saber, enjoying the way it sparkles under the sun. "I know how to handle a couple of things other than a rifle." You say with a proud smile.

Will and Petyr crack up shamelessly, almost scaring the poor animal in front of them. Even Ada put her hand to her mouth to hide her smile.

You look at them in confusion, until a blush spreads across your cheeks. "You pigs! I could make you two eat dust with one hand tied behind my back!"

"Those are some big words, sister." Willy says as he tries to control his laughter. "I'm not a little boy anymore, and Petyr can make a hole in a ship's hull if he needs to."

"We'll see about that, Willy." You tell him, pointing your saber at him.

"Something's up ahead." Ada's warning cuts through any drama.

Ahead in the middle of the road is a wagon stopped, with a couple of men sitting on the road next to an Earth Dragon.

As you get closer you can capture more details. Apparently one of the rear wheels broke, knocking over a couple of boxes in the process. They do not seem to be linked to a company, given the lack of heraldry.

What will you do?

>Help.
>Ignore.

Also
>Names for the horses
>>
>>5488458
>>Help

War Horse: Thunderer
Work Horse: Rock
>>
>>5488685
Supporting
>>
>>5488685
+1
Welcome back
>>
>>5488685
>>5489090
>>5489187
Thenks dude

Writing.
>>
>>5489207
"Let's see if we can help them." You declare.

No one seems to want to challenge your decision.

As you approach, the two defeated men look up, confused by your sudden appearance. They must have been deep in their sorrows not to notice the presence of your group.

"Hello travelers, I see you have a problem here." You state, trying not to sound condescending. "Do you mind if we offer you a hand?"

Both men's eyes light up at the offer. The one on the left is the first to get up to speak. "Any help is welcome, my lady. We have a spare tire, but the weight of the load doesn't allow us to place it. We didn't know whether to remove the boxes or not."

You raise your eyebrow. Why couldn't they just take out the boxes?

A look inside the wagon reveals the mystery. In addition to a few loose boxes, there are packages and packages of different sizes and shapes meticulously arranged to fit together, all tied and marked with the head seal of an eagle crowned with a sun and moon. The stamp of Sigma's general messaging center.

Although they have official couriers, but from time to time they hire third parties, under certain conditions.

"You can't get these out, right?" You point to the marked boxes.

"They barely let us look at them, ma'am." The guy from before answers you. "If you could give notice in any town or detachment, I would appreciate it."

What will you do?

>Give notice.
>>Town with the church, the one you passed by. (Your trip will be extended)
>>Fishing village, which you are going to (Your trip can continue as before or you can Roll to travel faster)
>Raise the wagon.
You will have to Roll to lift it and not to break anything.
>Other.
>>
>>5489293
>>Raise the wagon.
It's worth a try
>>
>>5489293
>Raise the wagon.
Got those strength gauntlets, though I don't quite see why they can't just take breakable stuff out before we lift.
>>
>>5489309
+1
>>
>>5489309
>Got those strength gauntlets, though I don't quite see why they can't just take breakable stuff out before we lift.

You can try to take down the tie packages. You will have to be carefull of doing it without break the ropes when you put them down and in after you place the wheel.

You can and will take down the other boxes
>>
>>5489293
>Raise the wagon
>>
>>5489296
>>5489309
>>5489322

Do you want to use the Gauntlets? Lift the wagon will be easy, but not breaking anything will be harder because you are a newby using them.

>Yes
>No
>>
>>5489359
>Yes
Collateral damage? Never heard of it.
>>
>>5489359
>>Yes
>>
>>5489359
Roll 1d100 for lifting

DC:70

Bonus:
+5 Training
+50 Gauntlets
>>
Rolled 18 + 55 (1d100 + 55)

>>5489406
>>
Rolled 90 + 55 (1d100 + 55)

>>5489406
>>
Rolled 89 + 55 (1d100 + 55)

>>5489406
>>
>>5489416
>>5489423
>>5489439
145, good roll.

Now the real deal. Roll 1d100.

DCs
70: Just knocking some packages.
80: Nothing happen here.

Bonus:
+15 Destreza
-30 Gauntlets
>>
Rolled 11 - 15 (1d100 - 15)

>>5489459
>>
Rolled 28 + 15 (1d100 + 15)

>>5489459
CATATATATSROPHE
>>
Rolled 76, 78, 31 = 185 (3d100)

Rolling for lifting
Will: +15
Petyr: +15
Ada: +15

Same DC

You just need two of them to make it.
>>
>>5489464
>Rolled 31, 36, 95

Rolling for not knocking anything
Will: +5
Petyr: +15
Ada: +5

Same DC

You just need two of them to make it.

It seems that you are the last hope of Ada for not making a mess
>>
Rolled 40 - 15 (1d100 - 15)

>>5489459
>>
Rolled 91 (1d100)

>>5489467
>>
>>5489468
>>5489463
>>5489461

You lift the wagon, but make a mess

Writing
>>
>>5489470
You quickly call your group to lift the wagon.

As they stand to the side, you ask the transporter to get ready to put the spare wheel in place when it's time.

"Are you sure of this, my lady?" Asks one of the transporters while the other removes the loose boxes from the wagon.

You put on your gauntlets. The satisfying, if subtle now, wave of power coursing through your body almost makes you forget he's there.

"Wha-? Yes, yes. Trust me." You calm them down as you stand between Ada and Will. "Now pay attention, this is the plan: At the count of three, we will lift this side and you will place the wheel. Have you understood, gentlemen?"

"Of course." They say while they stand behind you with the wheel.

With Petyr in the corner, followed by Will, you and Ada on the side, you decide to start the countdown. "One... Two... Three!"

As one, You, Will and Petyr give their all.

Maybe more than necessary.

The wagon shakes as if it had been struck by a battering ram.

For a few chilling moments, despite Ada's best efforts, you feel the wagon hover above your hands, refusing to come down.

And then it does.

The sound of things falling and colliding with each other seems to last forever. It doesn't help that everyone froze, waiting for it to stop.

When everything ends you thank all that is good that you did not take off your helmet.

"I am sorry." You whisper, almost inaudible, completely red with embarrassment.

You hear a sigh behind you.
>>
>>5489604
You squirm in place while bowing your head. "This was my fault, I'm sorry for all the trouble I caused."

After the incident, everyone seemed to be running smoothly. Too smoothly. Nerves eat you alive until the moment of farewell, where you feel that the earth will swallow you at anytime.

"Then you won't mind paying for the shipping price." The transporter answers you.

You swallow. "How much are we talking about?"

"775 dots." He doesn't bother to soften the impact.

What will you do?

>Run.
They did not see your face, and your shield is on your horse.
>Pay.
You have 1600 dots. You could keep part of the broken cargo.
>Other.
>>
>>5489606
>>Other
Berate them for daring to charge their rescuers. Fake outrage or whatever.
>>
>>5489606
>Pay.
It isn't a good look.
>>
>>5489612
This is a valid option.
>>
>>5489612
Support. We have leadership and psychology bonus. Let our inner Karen out.
>>
>>5489612
>>5489622
>>5489657
You can give me your best karen rant and you will get a bonus

Also, you will only get full leadership bonus, psychology will be a +5
>>
>>5489849
How dare you! I bust my back trying to fix your problem and you dare charge me for it? Would you prefer me leaving you the the beasts???
>>
Rolled 79 (1d100)

>>5490090

>How dare you! I bust my back trying to fix your problem and you dare charge me for it? Would you prefer me leaving you the the beasts???
+10

Rolling time. 1d100+30

DC is my roll.
>>
Rolled 51 + 30 (1d100 + 30)

>>5490104
>>
Rolled 23 + 30 (1d100 + 30)

>>5490104
>>
Rolled 71 (1d100)

>>5490104
>>
>>5490120
>>5490150
>>5490151
You win.

>Give him some money. Ex: 400 dots
>Give him nothing.
>>
>>5490215
>>Give him some money
200 should cover the costs
>>
>>5490220
+1
>>
>>5490220
>>5490229
Now lets to see how you will fight your brother.

>With Weapons.
>Saber and Shield.
Normal.
>Just Saber
Hard.

>Hand to Hand.
>>
>>5490250
>Hand to Hand.
Knew Willy wasn't going to like this.
>>
>>5490250
>>Hand to Hand.
>>
>>5490250
>>Saber and Shield.
>>
>>5490256
>>5490257
>>5490266

I will let this voting open for tonight

Thenks for playing, see you in the morning
>>
>>5490250
>>Hand to Hand.
>>
>>5490256
>>5490257
>>5490266
>>5490673
You immediately feel as if you have been slapped.

That's a lot of money.

Cornered and nervous, you decide to use one of the classic princess weapons. Complaining.

>How dare you! I bust my back trying to fix your problem and you dare charge me for it? Would you prefer me leaving you the the beasts?!

Perhaps it was the tone of your voice, developed over years to sound as if the other person has betrayed and hurt you, or the fact that your group outnumbers and outguns them. However, the man does not resist, he just raises his hands and slowly walks backwards.

"Wait!" You tell him, realizing that you have exceeded yourself. Quickly searching your cart, and noticing how Petyr meticulously arranged everything, you grab your backpack and pull out 200 dots.

When you go back to give the man the money he seems to have doubts about it, but he agrees and he hands you a box with a broken corner, before walking away to his wagon.

When they're a good distance away, your shoulders drop and you let out a big breath. "That was horrible." You've never felt so tired in your life, and the day isn't even half over!

A clap behind you snaps you out of your funk.

"That could have gone better, but also much worse." Your brother says, looking at Petyr and Ada "Good job getting that thing up, and at keeping it from getting out of hand. We didn't get all things together, yes, but we can learn from this."

"What do you say, sister?"

You turn and nod, still somewhat uncomfortable. "Shall we keep moving?"

Ada raises her hand. "I'd like to rest. Picking up that wagon just like that wasn't a good idea."

Without any reason to reject the idea, you accept.

After placing the box on the back of the cart, you take a moment to walk across the field to the side of the road, with your brother accompanying you.

"This didn't start off well." You say, trying to get the last of your frustration out.

"Nope, everything went wrong, but what about that?" he says, shrugging. "Not everything can go well, can it?"

You nod, looking at the mountains, trying to put aside what happened. If only there was a practice dummy to hit...

...

"Are you still willing to have a fight?" You ask him out of the blue.

"Of course." He says, smiling. "If you're willing not to run with dad if you lose."

"That only happened once! And I was going to win that race!" Damn garden snake.

"Then you accept?" he asks happily.

"Sure, hand to hand little brother."
>>
>>5490820
You and Will measure each other as you go around in a circle.

The objective is simple, to subdue the opponent.

But you know from experience that simple does not mean easy. Especially when you are up against someone who is taller and heavier than you. But if your training was worth anything, you can handle this.

>Melee combat.
The fight consisting of the following: You will decide a way to fight, and after it is decided which one, you will have to roll.

I roll for your opponent.
If you exceed your opponent's highest DC, you wound him.
If you get past him by a certain margin, he won't be able to launch a attack or counterattack.
If you don't exceed that margin, he will launch a attack or counterattack.

Things like the number of hits it takes to defeat your opponent, who gets the first turn (if you are taken by surprise) or the margin will change.

In the attack counts mainly your Constitution, while in the counterattack your Dexterity will count.

Since this is training and you have to dominate your opponent, you will need to hit him three times before you have a chance to defeat him.

The margin to avoid against attacks is 20

Choose.
>Go offensive: +5 on the attack, but -5 on the counterattack.
>Go defensive: -5 on attack, but +5 on counter.
>Normal Attack: No modifiers.

Whichever you choose, you have +5 to attack and +15 to avoid counters thenks to your Dexterity
>>
>>5490829
>Go offensive: +5 on the attack, but -5 on the counterattack.
We'll have a modifier of +10 attack with this option.
>>
>>5490829
>>Go offensive: +5 on the attack, but -5 on the counterattack.
>>
>>5490829
>>Go offensive: +5 on the attack, but -5 on the counterattack.
>>
Rolled 16 + 15 (1d100 + 15)

>>5490920
>>5490931
>>5490966
Now roll 100+10
>>
Rolled 74 + 15 (1d100 + 15)

>>5490978
Fuck im retard
>>
File: Can of Whoop Ass.jpg (449 KB, 2037x2560)
449 KB
449 KB JPG
Rolled 88 + 10 (1d100 + 10)

>>5490978
>31
Oh boy, time to beat up the younger sibling as is tradition.
>>
Now I'm confused, did we successful punch Will in the face or no?
>>
>>5490984
>>5490980
With your roll? Yes.
Willy can trow a punch after? Yes.

If you roll 20 more that him you can punch again. Or if you roll a 100.
>>
>>5490979
What did this roll mean?
>>
File: 1547477504238.jpg (77 KB, 545x476)
77 KB
77 KB JPG
>>5490978
>>5490979
Sorry i am doble retard.
He have just +5 in this round
>>
>>5490988
In a fight the enemy roll two times. Or three if is too strong
>>
Rolled 63 + 10 (1d100 + 10)

>>5490978
>>
If you don't mind QM, can you tell us in the future when asking for rolls if it's a bo3 situation or a bo1?
>>
>>5491003
I dont mind anon.

This is a Bo3
>>
Rolled 68 + 10 (1d100 + 10)

>>5490978
>>
Rolled 51, 63 + 15 = 129 (2d100 + 15)

>>5490980
>>5490997
>>5491021
You him him
1/3
You were close with that 98vs79, but is his turn to attack.
BoT
Roll 100+10
>>
Rolled 20 + 10 (1d100 + 10)

>>5491033
>>
Rolled 46 + 10 (1d100 + 10)

>>5491033
>>
>>5491042
>>5491045
If you are not careful your little brother will whoop you ass. 78-56 = 22
>>
Rolled 40 + 10 (1d100 + 10)

>>5491033
>>
Rolled 80, 39 + 15 = 134 (2d100 + 15)

>>5491042
>>5491045
>>5491051
You taste dust. Is Willy turn again.

Since you don't have a chance to decide how to fight, you automatically go to >Normal Attack: No modifiers

You 1/3
Will 1/3

BoT
Roll to defend yourself
>>
>>5491068
You get +15
>>
Rolled 99 (1d100)

>>5491068
>>
Rolled 89 + 15 (1d100 + 15)

>>5491068
>>
>>5491071
I need a three roll
>>
Rolled 62 (1d100)

>>5491112
Well if you want something done...
>>
>>5491075
>>5491080
>>5491117
>>5491075
>>5491080
You block him, now you can attack

You 1/3
Will 1/3

>Go offensive: +5 on the attack, but -5 on the counterattack.
>Go defensive: -5 on attack, but +5 on counter.
>Normal Attack: No modifiers
>>
>>5491119
>>Go offensive: +5 on the attack, but -5 on the counterattack.
>>
>>5491119
>Normal Attack: No modifiers
>>
Rolled 2 (1d2)

>>5491127
>>5491131
>>5491119
1 Offensive
2 Normal
>>
Rolled 65, 75 + 5 = 145 (2d100 + 5)

>>5491156
You get +5, same as Will

You 1/3
Will 1/3

BoT
Roll to attack
>>
Rolled 18 (1d100)

>>5491159
>>
Rolled 81 (1d100)

>>5491159
>>
Rolled 46 (1d100)

>>5491159
>>
Rolled 10, 65 + 15 = 90 (2d100 + 15)

>>5491189
>>5491223
>>5491232
You win again!

You 2/3
Will 1/3

Defend yourself!
BoT
Roll 1d100+15
>>
Rolled 61 (1d100)

>>5491252
>>
Rolled 60 + 15 (1d100 + 15)

>>5491252
>>
Rolled 35 + 15 (1d100 + 15)

>>5491252
>>
Rolled 76, 70 + 5 = 151 (2d100 + 5)

>>5491255
>>5491320
>>5491327
You fail, defend yourself

You 2/3
Will 1/3

Defend yourself!
BoT
Roll 1d100+5
>>
Rolled 58 + 5 (1d100 + 5)

>>5491376
>>
Rolled 81 + 5 (1d100 + 5)

>>5491376
>>
Rolled 65 + 5 (1d100 + 5)

>>5491376
>>
>>5491407
>>5491533
>>5491556
He fail! Your turn is now.

You 2/3
Will 1/3

>Go offensive: +5 on the attack, but -5 on the counterattack.
>Go defensive: -5 on attack, but +5 on counter.
>Normal Attack: No modifiers
>>
>>5491569
>Go offensive: +5 on the attack, but -5 on the counterattack.
>>
>>5491569
>>Go offensive: +5 on the attack, but -5 on the counterattack.
>>
Rolled 87, 71 + 5 = 163 (2d100 + 5)

>>5491570
>>5491584
Go offensive that is.

You 2/3
Will 1/3

BoT
Roll 1d100+10
>>
>>5491593
Heavens above, go down!
>>
Rolled 12 + 10 (1d100 + 10)

>>5491593
>>
Rolled 59 + 10 (1d100 + 10)

>>5491597
>>
Rolled 98 + 10 (1d100 + 10)

>>5491597
Since it seems that we are alone I will roll again for you.
>>
With how high these rolls were, I half suspect we had a truly stunning fistfight.
>>
>>5491598
>>5491599
>>5491612
You win!

3/3
1/3

Decide on a finishing blow.

>Classic neck lock movement.
>Hold his arm behind his back.
>Hold his arm while you use your legs on his neck.
>Other.
>>
>>5491624
>>Other
Neck lock with our arms while his head rests on our chest. At least he won't be complaining.
>>
File: Triangle Choke.jpg (234 KB, 1000x1000)
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234 KB JPG
>>5491624
>Hold his arm while you use your legs on his neck.
How brutal would a punch from the gauntlets be?
>>
>>5491632
Bloody, like most of attack to the head.

>>5491630
Are you sure you want to pursue that path?

Well... You are a wizard after all.
>>
>>5491630
Do it
>>
File: Unease.jpg (385 KB, 881x1024)
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>>5491647
>Are you sure you want to pursue that path?
Your words fill me with unease. For I do not understand.
>>
Rolled 9 (1d100)

>>5491650
>Your words fill me with unease. For I do not understand.

You are a man of purity and faith, for your words bring this corpse hope in my kin.

>>5491649
>>5491630
>>5491632
Ultimate Shame Move! Onee-san Love Lock!

Final round!

BoT
>>
Rolled 59 (1d100)

>>5491655
>>
>>5491655
You can add dialogue
>>
Rolled 57 (1d100)

>>5491655
>Onee-san Love Lock!
Oh.
>>
>>5491658
"You're a scrub, Will. Git gud."
Bit more flowery, though.
>>
Rolled 18 (1d100)

>>5491655
Rolling for ending
>>
>>5491657
>>5491660
>>5491669
Thenks all of you for playing. See you in the morning.

Writing
>>
>>5491671
Should be fun. Good night!
>>
Sorry I fall sleep while writing. I will post now.
>>
>>5492216
You smirk, looking for weakness in your brother's posture.

Little Willy grew up and now he thinks he can challenge you, Ha!

It's time for a lesson.

Going on the offensive is always risky, especially when you and your opponent are only wearing gloves for protection, but you advance with confidence.

With a little movement to the right to mislead, you nail him a right square to the cheek that makes him take a step back!

You quickly prepare another blow. It's like stealing a sweet-!

From one second to the next you are on the ground.

You feel like you've been hit by a bull. The pain seems to have been surprised too, because your cheek still doesn't feel it.

You look up in confusion, only to see another fist coming your way.

You quickly jerk your head to the side, redirecting the blow with your forearms, and stand up, still somewhat confused as to what happened.

You two exchange a couple of blows that barely miss each other, while looking at your opponent in a new light.

Will's face is red on the left side, with your knuckles marked.

You know you look the same.

Without thinking, you throw another punch, which luckily hits him in the chest. He snarls, sending a punch to your jaw.

You dodge him, already somewhat irritated that he can stay on his feet. What did they feed you in the barracks?

You let his punches roll around you, only taking one to the arm, hoping he'll make a mistake.

When he overextends one of them you leap forward, capitalizing on his lack of judgment, you lunge forward and punch him in the stomach, knocking the air out of his lungs and nearly throw him down.

Not meaning to pass up the opportunity, you jump over him, landing on his lap, only to roll him over and wrap your arm around his neck.

Fighting against his strength is not an easy task, but that's when you get an idea...

When he tries to get out of your grasp, you press him against your breasts.

He instantly loses coordination in his desperation to escape, inadvertently helping you to hold him better.

"Haha, what you were saying, Willy? 'I'm not a little boy anymore'?" Smiling hurts a little, but it's worth it. "You have nothing to say?"

He tries to talk, which only makes it easier to keep him where you want.

For a second Will seems determined to resist, but then you feel his pat on your thigh.

When you release him he shoots out of your arms.

"That wasn't fair!" He says as he kneels, exhaling with difficulty.

You just stay where you are, on the grass, sore and tired. "Whatever you say little brother."
>>
>>5492234
Your gaze goes to the sky, clear and blue.

Perhaps it is because of your new appreciation of the environment around you, the country air or your brother's blow, that for a second you forget what you were doing before.

When you take a
moment to remember, you discover how it doesn't seem to affect you so much.

Will's shadow on you wakes you from your reveries.

"Do you feel better now?" he asks you.

You nod.

He sighs. "Great. I didn't make a fool of myself for nothing."

You pout, which is harder now that your face is starting to feel again. "Don't you like spending time with me?"

"My face certainly not." He says he as he rubs his cheek. "Do you want to go with Ada?"

You extend your arms, not willing to speak.

He crosses his arms. "I'm not going to fall for that again."

He fell for it after that.

After a few sessions with Ada, they all headed for the fishing town.

The rest of the trip was uneventful, apart from the fact that you discovered that the box they gave you contained silverware. Forks, spoons and knives, even a small mirror. The value of tofo can go as high as 250 dots in a city, although you might get 80 now in this town.

And speaking of the fishing village, you didn't expect it to be this big. You thought it would only be a couple of houses next to the bridge, and that you would have to cover your mouth because of the fishy stench.

There are more than a dozen houses, with clean paths between them, and although you feel the fish in the air you don't feel the need to cover your nose. Maybe this trip is not so lost?

What will you do now?

>Go the site.
>Introduce yourself to the authority of the town.
(Not necessary now, but you can do it)
>Search (something) in the city.
>Rest here.
>Other.
>>
>>5492241
>>Go the site.
>>
>>5492241
>>Go the site.
We can rest when we have succeeded
>>
>>5492416
Actually I'm changing to this
>Introduce yourself to the authority of the town

The locals will know more about the cave and they may have something they are looking for inside.
>>
>>5492241
>Introduce yourself to the authority of the town.
>>
>>5492309
>>5492430
>>5492536
Writing
>>
>>5492544
You quickly look around for a particularly large or striking building.

Finding neither of them and not willing to lose yourself in a town smaller than your palace, you ask a local.

He leads you to a building you passed, thinking it was another house next to a bakery. Only when you are in front of the door do you notice the wooden plate next to the door.

Ambrose Baxter Stewart.
Judge.

When you enter you find a well-kept office and two men.

The first is an older man, perhaps forty years old, well dressed in a coat on which rests a shiny silver plaque, seated behind a large desk.

The other one is younger, maybe twenty or twenty-five years old, sitting against the wall.

The first raises his eyebrows when he sees you and your companions.

The second tries to control his expression but you know he's terrified.

"Is there anything I can help you with, gentlemen?" Asks the man behind the desk.

>Introduce yourself.
>Don't introduce yourself.

>Present your mother's letter.
>Ask about (something).
>Request (something).
>Other.
>>
>>5492610
>Introduce yourself.
>Ask about (something).
I am here on a mission to explore the old lookout post nearby. Do you have any sightings or advice that could help me? If there is something you need on the old post I would be glad to help.
>>
>>5492630
+1
>>
>>5492630
>>5492631
Writing
>>
>>5492642
"Hello, I assume you are Judge Ambrose Stewart." You say as you take off your helmet and extend your hand to him. "I'm Harriet Cross, delighted."

The faces of the two men fall to the floor. It doesn't take long for Ambrose to get up from his seat to shake your hand. "Nice to meet you Lady Cross. And yes, you assumed correctly. You can simply call me Ambrose, if you prefers."

He turns his gaze to the young man to the side, who beneath his mask seems to be undecided whether to be startled or surprised. The result is that he falls silent, much to the annoyance of his superior.

"This is my subordinate, Officer Simon Vast. You must understand his surprise, we were not expecting you." He apologizes honestly. "Would you like a cup of tea or a cake? I know it's almost noon, but it doesn't hurt to ask."

You smile at him. "Don't worry about it, sir. I just came to ask a few questions, if you don't mind."

"Of course not, Lady Sigma. Or do you prefer Lady Cross?" Judge Ambrose asks something calmer now, sitting behind his desk.

His partner, Simon moves to Ambrose's side, standing at attention with a gentle smile. After you talked about questions he seems to have decided to be terrified again under his mask.

"You can call me Sigma or Cross, but please call me miss." You answer him.

The older gentleman nodded enthusiastically. "Sure, uh, Simon, could you do Miss Sigma a favor and get her a chair?" He says, put emphasis on your last name.

"Of course Sir." He says as he opens a door on the side and pulls out a chair.

Now seated, the judge addresses you. "So you came here to ask questions?"

"I am here on a mission to explore the old lookout post nearby. Do you have any insights or advice that could help me? If there is something you need on the old post, I would be glad to help." You respond.

Ambrose nods as Simon does his best not to panic. "Of course. The lookout was built four hundred years ago, little more than a wooden tower to guard a small wooden bridge. With Dorn's construction three hundred years ago, things changed, however."

"The entire bridge was remodeled to allow for all the new people and building materials to pass over it, and the post was no different. The wooden tower was pulled down and a big stone tower was built, complete with a hall, beds, and a dungeon, all in the same place." The man seems to imagine it with longing.
>>
>>5492776
"And why did they abandon it then?" You ask.

"The bridge collapsed. Not from one moment to the next, of course. It lasted thirty years, after that the very guards noticed how the bridge began to fall apart. It turns out that the foundations were not well made and the builders had skipped some stages of the process to speed up the construction. By then the bridge here was already built. It went from being an option to the main one."

You raise your eyebrow. "So entering the lookout post is dangerous?" Getting crushed to death on your first mission isn't exactly your dream.

"Oh no, the post is fine. Or as fine as it can be after more than two hundred years of neglect. On the question about sightings, it is not uncommon to see a wolf seeking refuge in the winter, or that a vagabond or lowlife decides to stop there. It's not a safe place, either way."

You rise from your seat and extend your hand to Ambrose, which he delights in accepting. "Thank you very much for the information, Mr. Ambrose."

"You're welcome, Miss Sigma." He answers, before his cheerful expression turns contemplative. "Would you mind doing me a favor when you're there, if you don't mind."

"I do not mind, in fact." You respond.

He looks doubtful for a moment, before deciding to speak. "There's an old story, about a plaque with the names of the men who were serving there. If you finds it, I would be very thenkful if could bring it here when you're done."

He tries to downplay the issue, but you can see how important it seems to him.

The memory of your contract weighs heavily on your memory. Especially the part where every relic must be given to your mother.

What will you do?

>Accept.
>Refuse.
>Mention the contract.
>Other.
>>
>>5492790
>Mention the contract.
>>
>>5492790
>>Mention the contract.
>>
>>5492790
>Mention the contract.
>>
>>5492833
>>5492842
>>5492847
Writing
>>
>>5492860
"Can I mention something, before accepting anything?"

Ambrose looks disappointed that you don't accept on the spot, but he nods. "Of course."

You don't know how to start talking about the contract. "It's about my mother..."

"I want you to know that here in Bort we support your parents' marriage. Perhaps your father's decision to marry a woman from Gamma was somewhat surprising, but we all understand that the mysteries of the heart are not to be judged, even by someone like myself." He says as he runs his hand over his badge. "Isn't that right, Simon?" He nudges his minion with a not-so-subtle nudge.

"Lady Rose will always be welcome here." Simon replies, and he seems surprisingly sincere.

This doesn't help at all.

"I made a deal with my mother before I left... I have to hand over some of the money and all the relics I finds." You say, uncomfortable.

Ambrose's face turns pale, while his hands shake slightly.

"Are you sure about that?" he asks, hoping this is a misunderstanding.

"I..." You decide to give him the envelope with the contract, hoping it will be clearer to him if he reads it.

Life seems to escape from his face more and more the more he reads.

"It's that so, eh?." He says he, defeated. "I don't have a choice then."

The atmosphere quickly becomes dense, until Simon decides to speak.

"Can't you just leave it out of the report- Ouch!" Ambrose's stomp echoes through the office.

"Don't be stupid. For that alone you will help Mr. Flar to clean out the stable." The man responds quickly.

"May I make a suggestion?"

Everyone turns to see your brother, who is in the doorway with the others.

"What if we just walk by, and then someone else 'finds' the plate here?" He offers.

Ambrose seems interested for a moment, but then shakes his head. "Maybe I'd better just hand it over. I'm sure I can buy it, it's just an old plaque after all."

>Support Ambrose's wishes.
>Support Simon's plan.
>Support Will's idea.
>Leave the plate where it is, if you find it.
>Other.
>>
>>5492963
>>Support Ambrose's wishes.
We can tell mom to give it to them for free or at least on a discount.
>>
File: 1464864920511.jpg (30 KB, 292x257)
30 KB
30 KB JPG
>>5492988
>We can tell mom to give it to them for free or at least on a discount.
>>
>>5492963
>Support Will's idea.
>>
>>5492963
>>Support Will's idea.
>>
>>5492988
>>5492997
>>5493014
Writing
>>
>>5493015
"Why don't you consider my partner's idea a bit more?" You point to your brother. "You shouldn't have to alter your report."

Ambrose winces. His desire for the plate seems deep, but his righteousness is deeper. "I appreciate your intentions my lady, but it could not only affect me, but you as well. If even one person sees you, you will be in big trouble. I won't let you risk your future for a whim."

Ambrose seems firm in his decision.

The fear that Simon tries to hide lessens as he watches you, slowly being replaced by relief and... joy?

>Convince him (Requires Roll)
>Leave this aside.
>>
>>5493030
>Leave this aside
>>
>>5493030
>Convince him (Requires Roll)
Mama Sigma is going to gut them like fish if she realizes the sentimental value the relic may hold.
>>
>>5493030
I will record what is written on the plaque and tell you. How about that?
>>
>>5493062
Is a valid option to offer.
>>
>>5493062
Changing to this
>>
>>5493032
>>5493039
>>5493062
>>5493078
Writing
>>
>>5493089
OP?
>>
>>5494737
The LOVE LOCK killed OP.
>>
>>5494778
He enjoyed it!
>>
Would be nice to see even a little word



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