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File: NWS Quest Banner.png (166 KB, 1200x828)
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Once, a long time ago, there was a King. He was the King of the Woad- a great and mighty elf-lord who lived and ruled for a thousand years over a forest which obeyed his every command. His glittering legions shattered and broke apart all monsters who dared prey upon his people. Then, one day, his Kingdom fell into ruin. Him, and that story, is not important.

What is important, was his crown. That crown of elf-silver; a beautiful treasure, inlaid not with gemstone but something brighter and more precious still- a star. Exactly one gleaming star, from the night sky, fallen to earth, set within that crown. More beautiful and powerful then any earthly gemstone- this star is what lent the King of the Woad his power and grace. And since those years since the Kingdom fell- it has never been found.

This legend is common in your region of the world; too broad and old to have any real detail. There are mothers who tell their children that the little orchard outside their home was really the Woad where the King once lived- hiding sugary treats among the roots that wink at their young eyes like starlights. But no, you are after something much more valuable. Each of you has brought a piece of this story- though some more then others- and eventually you come to the conclusion that it cannot merely be a fairytale. The crown is real and just waiting to be discovered. The trouble? None of you know exactly where that is- not even the wood where it may have been left, untold centuries ago. But coming together- you all agree that there is only one person will know. The sully old wizard- Arabamnon.

Now you must band together to find this one of a kind and priceless artifact- the great Star-Crown!
>>
Considerations for Play
This is a multiplayer game that requires slightly more involvement then a traditional quest. Each player may choose to play as a character or remain as a observer. Players without characters may still vote when prompted, but may not participate in individual character choices or rolls, which are reserved for those who decide to take on this extra responsibility and level of engagement.

Because of the anonymous, low-commitment, and temporal nature of this website- I would like to take this opportunity to personally and sincerely ask anyone who wants to sign up as a character to please make a best good-faith effort to be able to post or roll once a day. Those with unreliably schedules or roaming IP addresses, making keeping a consistent thread ID impossible, I would ask to consider not to join the game at a character level. However, engagement with the thread as a voter, commentator, or observer is totally fine even with those who cannot fit this criteria.

With the plea made- I would now like to ask for your consideration towards me. This is an experimental game and things may need to be changed, adjusted, or retconn'd on the fly in order to keep the best and most satisfactory experience in mind.

On Roleplay & Write-Ins
Roleplaying and individual actions will generally be allowed as long as they do not dominate the thread. You'll know it when you see it. Please be considerate of others and as to not bloat the thread length too early. All posts containing votes should be clear >greentext and replying to the prompting post OR adding a +1 support to a write-in vote. This is to avoid clutter and make updates faster and easier to parse.

Thank you for reading.
>>
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Most common among the people of the world are the Humans. Diplomatic, widespread, and well balanced- humans seldom excel at one thing, and are more generalists. Despite this apparent weakness, they have spread all over the world and have both created and live within many societies and cultures. As a human, you will never have to worry about equipment fitting, being excluded from a place, or offending a gracious host.

The Elves are a powerful and ancient race. While physically weaker then humans, elves are immortal and spiritually potent- as well as agile, beautiful, and masters at skills they choose to spend their time in. Even when their bodies die- their spirit remains whole and coherent- a testament to their inner purity. As an elf, you have a strong resistant to wrathful spirits and haunting ghosts.

The Dwarves are a stock, surly, and sturdy race of craftsemen. Most at home underground- dwarves dig massive cities and homes underground. Some even spend their entire lives underground- making them well suited to dungeons and underground tombs. Their main benefit is their extreme physical endurance and toughness- letting them survive cave-ins as well as battleaxes. However, dwarves are humorless and have no patience for the craft of the arcane. As a dwarf, you can take an additional wound before death. Dwarves cannot be Sages.

The Gnomes are a small, secretive race of people who live in the hills, bogs, underbrush, and hidden places. Due to their size, Gnomes are often preyed upon by predators or subjugated by larger and more powerful races- but the Gnomes are all imbued with just a bit of magic that they keep in their hat to allow them to stay hidden. As a Gnome, your dice is one size smaller then it would otherwise be. In addition, you can also choose to disappear instead of taking an action in combat. Gnomes cannot be Fighters.

The Bromble are a race of large bodied, nomadic herbivores who live in the highlands and frozen north. Also sometimes called the “Great-Horns”, or more derisively the “Hoofers”, these gentle giants are known for their strength and ferocity in battle, though not so much for quick wit. As a Bromble, your dice is one size larger then it would otherwise be, which makes you stronger in combat and harder to injure. Bromble cannot be Rogues.

Finally, the Kobolds are a diverse race of lizard-like beings of medium to small size. Despite having partial dragon blood- Kobolds rarely make societies on their own and rarely like to lead; instead preferring to follow more powerful creatures and beings. Unfortunately, this means many Kobolds end up serving as minions to dangerous monsters. However, Kobolds do have a few unique advantages to offset this poor reputation. As a Kobold, you can smell treasure and have resistance to fire.
>>
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Beyond just what you are, each of you needs to bring along a useful set of skills to the adventuring party. As far as explorers go, three classes of specialization exist.

The first is the Fighter. Built for strength and physical conditioning; Fighters spend their time training with weapons. In this world, dangerous monsters are common outside of civilized areas, making a strong sword-arm invaluable. This is the most powerful class for a direct confrontation- but you will need more then brute force to succeed in your venture. Fighters use a d10 as their class die.

Second is the Rogue. Every society has its quick wits and quick hands; thieves are not well liked in any society, but their skills can be very useful in your circumstance. Rogues are the most agile and stealthy of the classes and are the best at avoiding traps, and just seem to be “lucky”. Rogues use a d8 as their class die.

Third and final is the Sage. Every community has its wise, the medicine-man, the mystics who delve into secrets and lore. Everybody knows a little pinch of magic- but Sages dare to learn more. Sages are the most well-read and intelligent of the classes, but tend to be physically unremarkable due to spending their time studying lore and the healing arts. Sages use a d6 as their class die.

Select one Race and one Class to create a character. Reply to this post with your choices.
>>
>>5642747
Bananas, i have a good schedule, but I have a roaming IP - would you accept me as a character if i were to tripfag? I don't like it but i don't wanna just be an observer.
>>
>>5642747
Bromble Sage
>>
>>5642749
If you do accept - I'l be laying my claim for an Gnome Rogue - a proper sneaky lad, good at stealing and stabbing
>>
>>5642744
>Dwarven Fighter

Grimbold the Dwarven fighter is ready to find the Woad King's crown!
>>
>>5642766
Wait, are you supposed to give your character a name? Or are you just supposed to choose a combination and let bananas handle the rest?
>>
>>5642771
I figured I may as well name the character, considering that roleplay is generally acceptable.
>>
>>5642771
Most QMs lets you pick your name I'm just holding off because I don't want to name my Bromble bob or something like that when most are named sky-hoof or vice versa
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>>5642779
Well, I'm not sure if bananas wants to do the characters himself - maybe to make an interesting party composition. In case he wants us to make our own, though...

You can call my tiny man, Scrim Yellowfrand.

(Note: despite name, hates yellow clothing. And its pronounced like the 'un' from fun, not Friend. He hates if you say it like friend. )

If you feel like it though bananas, im not actually attached to the name, so if you want to make something up to fit the party or setting naming conventions more...
>>
>>5642747
>Bromble
>Fighter
Do we get any customization options? I will also be here literally everyday to play my character bossman, IP shouldnt roam but if it does ill let you know
>>
>>5642749
Sure.

>>5642771
>>5642795
Names are optional. Characterization will happen as we go along.
>>
>>5642802
Cool beans, ill go with the name Myron
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>>5642747
I'll be phoneposting while at work and I won't have access to wifi, so my ip may roam occasionally. Gonna have to be a tripfag too.

>Kobold Sage
>>
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>>5642831
I look somewhat like this.
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>>5642747
>Bromble
>Fighter
BROMBLE SUPREMACY LET'S GOOOOOOOOOOOOOOOOOOOO
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>>5642744
>Human
>Sage

Wuzz wit all deze' fuckin' animals' and halfwits none oi youz is goin' to be able to git in yee olde pub.
>>
>>5642747
Remaining an observer. Very interesting idea, but I can't commit to being a PC in this. Too many quests and commitments already on-the-go. I'll be watching and chiming in, though!
>>
>>5642747
damn theres a lot of people and all the cool races are already taken. no matter
>elf
>fighter
>>
>>5642747
Fuck it let’s go
>Gnome
>Rogue
Beam me in bananas
>>
>Not even one human male fighter
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>>5642986
im sure we all thought about it
>>
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>>5642744
>The Dwarves are a stock, surly, and sturdy race of craftsemen
>craft
>semen
an uncontrollable, foamy eruption ensued
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>>5642986
I think there's just too many Brombles.
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>>5642747
>Elf
>Sage
>>
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>>5643030
"What's THAT supposed to mean?!"

Going to stop taking in new characters in 12 hours, that way everyone has a chance to get in before the adventure starts proper. There will be more opportunities for new players to join later; but not for a while.
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>>5643065
Too many furries of the gross type. Who the fuck chooses to play as a cow?
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>>5643075
Ehh i'm not against brombles, i just think it's weird for a party to be made up of literally all non-humans given they seem to be the standard species.

It's basically an diversity squad. You have two bromble fighters and two gnome rogues, but no humans. Probably because brombles get an extra dice.
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>>5643077
no human fighters or rogues*

You have 1 human, and he's a sage.
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>>5643075
People who are Based.
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>>5643075
>who chooses to play as a cow
let me introduce you to romances from Dragon Age Inquisition
>>
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>>5642744
>>5643075
>>5643077
>>5643079
>>5643080
pic related justifies and explains why cow people dice is a "size larger"
not sure why the kobold is smiling, he has no loincloth
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>>5643083
>he feels the need to play as the big race just because it's bigger
either gay or compensating, probably both
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>>5642747
> human fighter
The one and only.
>>
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>>5642747
>Gnomish Sage
For maximum gnomish trickery.
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>>5643075
Because I automatically choose the tallest/beefiest there is, AND my favorite WoW race are my main men the Tauren.

Also, let’s be real here. Would you rather have the majority be buffalo furries? Or dirty knife-ears?
>>
>>5643152
I'd prefer dorfs, gnomes, and humans.

Having three cow people just kinda makes it weird.
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>>5643092
I wanted to be a bromble because I am a tall guy and I also like cows, I just named him Myron cuz it sounds like a cow sound while also being a real name
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>>5642744
The elf looks like he hates everyone there.
>>
>>5643075
Ur mom
>>
>>5643280
He’s an elf, what else would you expect?
>>
Hmm, we're getting close to the closing time. Is anyone else gonna get in?

Personally, i think we've got enough characters.
>>
>>5642747
human rogue
>>
>>5642747
>Dwarven
>Fighter
>>5643094
You beat me to it, motherfucker.
>>
>>5643386
this nigga named vagina gush lmao
>>
>>5642747
>Kobold
>Sage
Wiggles the Kobold sage. Preferably cute and vaguely cat-like.
>>
>>5642744
Looks like you'll have your hands full with a bunch of characters bananas so I'm happy to observe. But if you did want more I do like the incongruity of a kobold fighter. Like he decided to follow a knight instead of a dragon and ended up a squire.
>>
Character Applications are now closed.
Sorry to anyone who missed it. Feel free to stick around as an observer, you can still vote on neutral events and may get a chance to make a character in the future.

To everyone who has made a character- please make an attempt to participate in future votes and continue with the game. If you feel the need to drop out, simply requesting to drop out so someone else can take over your character is fine. Thank you.

>>5642792
>>5642914
>>5643103
You are Gnomes. As a Gnome, you know the whole world is out to get you- which is why you try so hard to stay hidden, or spend your days inside, learning secrets and lore. Magic and stealth are drawn to the Gnomeish way of life, the same way that a badger is drawn to a burrow.

But all gnomes share one big secret; it's all in your hat. Your hat is where your magic is hidden, taught from great-grandfather gnomes down to the little gnomelets. Spun and sewn into your caps that hide your heads; this is how you hide your little gnome houses, stay free from enslaving hands above, and confound every hound.

Gnomes do not have large empires or powerful societies as the other races do; but they do share an affiliation. There is a brotherhood among those who wear the same hat. All of you wear the same hat. What kind of hat is it?
Note: Only these players may vote on this choice.

>Redcap
>Phrygian Soft-Cap
>Coonskin Hat
>>
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So it is settled- your big and merry band of adventurers must set out to the find the ancient wizard. Arabamnon lives alone on an old mountain, and is not very fond of guests- especially not guests there to ask for his wisdom- which is why he defends the mountain with challenges that test his visitors. The trek will be long and arduous, and you will need supplies and equipment to travel there successfully.

Which comes to the whole party's first dilemma. You're all flat broke!

Instantly, your members look to the older and wiser races in your member; which yield little results. Elves are too long lived and feckless- they go through periods of wealth and luxury before falling back into relative poverty and then back again many times throughout their long existence. Dwarves are known to be very wealthy as well- the wealthiest of all races- but so much of their wealth is tied up in their clan and binds of social obligation and the paying of ancient debts and tithes. As such, your dwarves can't help much either.

So, you will need to take a little detour. Your adventuring party needs to find a way to make a little money to equip yourself for the journey. Your equipment is old and decaying- and you're surviving on charitable rations. You'll need an investment if you want to truly claim the Crown.

Perhaps this “side quest” will help you get you on your feet and prepare yourself for the journey ahead. Looking to a local notice board; there is work for your type. Which do you choose?

>Defending a River-Boat
>Overseeing a Village Ceremony
>Explore a nearby Cave
>>
>>5643560
>>Overseeing a Village Ceremony
sounds easy enough to start
>>
>>5643558
"Why, it'll have to be the noble redcap! Though the least practical, it is the true symbol of our kin. As long as it isn't Yellow, that is..."
>Redcap
Tjing tjang tjing nuttilej

>>5643560
"There's no way we'll do a good job protecting a shipment with equipment as crappy as ours! We need something we can scheme our way through."
>Explore a nearby Cave
>>
>>5643560
>Overseeing a Village Ceremony
>>
>>5643558
>Phrygian Soft-Cap
"Not as conspicuous as the redcap while still keeping the gnomish spirit."

>>5643560
>Overseeing a Village Ceremony
"Naturally a gnome's subtle hand is always of use around overseeing things, and this isn't to mention the amount of bromble-men and fighters we have will keep any troublemakers in line."
>>
>>5643566
Wait, the big red hat is the redcap, right? I want the red hat.
>>
>>5643560
>Overseeing a Village Ceremony
>>
>>5643560
>Explore a nearby Cave
>>
>>5643572
"I can't say a leaf-colored hat feels very gnomish...some things can't be sacrificed for practicality! Very, very few things. This is one of them."

Hope he doesn't sound like an old coot - those are no good at sneaking.
>>
>>5643560
>Explore a nearby Cave

Listen ‘ere we ez not goin on a boat wit’ 50 feckin’ brombles. Dey are liable to make it shrink.

Deze gnomes and furries are goin’ to ruin da ceremony az well. Dey are most likely goin’ to think dey demonz’ den anyting.

Might as well feck off into a cave
>>
>>5643560
"Hrmmgh. Wish we could bypass all this 'gaki shale-mining busywork with Chainbraid gold, but mine sister got married twenty years back and we're STILL paying the debts. I say we go for the ceremony; our sneaky capster has it right. Nobody ever struck gold with a broken pickaxe."

"That said, you lot aren't getting away from the battle-drills! We've got a proper adventuring party to run, and that means discipline and rigor!"

>Overseeing a Village Ceremony
>>
>>5643560
>Overseeing a Village Ceremony
This seems easy enough.
>>
>>5643560
>Overseeing a Village Ceremony
Ceremonies are good for building rapport with the populace, dont think we need a party name yet as we havent done anything of note, Id like Myron and maybe the other Brombles to offer help with any heavy lifting in preparation for the ceremony if my cow homies are down?
>>
>>5643560
>Explore a nearby cave.
There's a few treasure sniffing members of the party. Let's go exploring for shinies.
>>
>>5643597
"Well said. For what is a gnome without these old brotherhood traditions?"
I'm not sure if yours does, but my guy would absolutely sound like an old gentleman if I have any say in it, hah.

>>5643572
>>5643560
Will change my vote from Phrygian Soft-Cap to Redcap.
>>
>>5643560
"I think we'll find something of worth in the cave."
>>
>>5643560
>Overseeing a Village Ceremony
Money doesn't grow from trees, it comes from peoples pockets. So, the more people-AKA pockets there are, the more money there is!
>>
>>5643433
>>5643631

Kobolds are among the shorter and smaller races in the world. Despite this, you have taken the name of Squire and once followed a noble knight into battle. You still wear his overgrown chainmail shirt. While the average Kobold may not be the type to fight face to face with their foes, preferring to hide behind more powerful beings, some of them can rise to the challenge.

Of course, size still plays a great component. Humans are tall and strong. Dwarves are smaller then humans, but weigh almost the same and are built incredibly strong. Elves are thin, but fast and graceful; making up raw might with skill. While some races, like Gnomes, are simply too weak and small to compete with other race; Kobolds have no inherit inability. But, you are still at an advantage. You see how humans tower over you; not to mention an even greater threat, like a Bromble, or even a terrifying creature like an ogre. Kobolds are by no means weak for their size; making up for weight with tough skin, horn, scale, and sharp fang and claw. But these deterrents can't stop a more driven attacker. How do you truly inflict death upon foes- even ones twice or more your size?
>Whirling dervish
>Oversized weapon
>Underhanded tactics
>Other (Write In)
>>
>>5643560
>Explore a nearby Cave
If it's an open voter observers can participate in
>>
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>>5643933
>Oversized weapon
Knight left not only his metal scales to Squire but also his fanciest claw-on-a-stick and more importantly the knowledge of how to use it.
"When you're stuck between a rock and a hard place, Squire, the best thing to be is a wedge." Knight said. "It's all about the right kind of leverage."
The axe bladed front for hacking through the toughest hide.
The spiked hammer on the back, to break the strongest bones.
The wickedly pointed spear tip to pierce the hardest armor.
And tying it all together: a fire hardened haft much longer than Squire is tall to keep the foe at bay, allow bracing against the ground, and provide the all important 'lever' in 'leverage'.
Squire uses his enemies' size against them with his trusty polearm.
>>
>>5643558
>Red Cap
gnome hat chads

>>5643560
>Overseeing a village ceremony
hoping we’re going to a Bris
>>
>>5644265
>hoping we’re going to a Bris
This isn't an evil campaign, so no.
>>
I wonder if the gnomes' choice of hat has any effect on the story other than just how the hat looks.
>>
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Considering your current financial situation; the group should raise some funds to go on your journey. However, your can't simple sell out your services as mercenaries and sell-swords and lose sight of your more lofty goal of recovering an ancient treasure!

Most of you come from quite a humble background; and naturally, most of you want to do good for the people of this world. As such, you decide to help a local village and oversee a yearly ceremony. You aren't exactly sure why they need some adventurers, specifically those “yee all who be not shy of no curse or screaming banshee”, but you figure it won't be difficult work, and make you more popular among the locals; good if and when you do actually strike it rich! The pay isn't much, but it'll be just enough to get the supplies you need and patch up your armor for a real adventure.

You ready yourself to travel and plot the course on your map; the nearby town of Gravestone is your destination. Once built on the site of an ancient battle-ground; the soil there is known to be especially calm and peaceful for the dead, which is why it has become the preferred place to bury the bodies of dead people in this region- especially those who died in mysterious or traumatic ways. That is the best way to put a spirit at rest...
>>
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Your merry band travel down the road to the nearby village. Having too many and too diverse a group to rely on horseback- more of a human thing really- the lot of you walk on foot at first light towards the town of Gravestone. Along the way, you banter, chat, and get to know each other better. The elves keep their ears on a swivel and their eyes peeled for ambush- while the dwarves begin to sing a bawdy song. The Bromble plod along; others struggling to keep up to their legendary endurance, with the kobolds bringing up the rear. The gnomes stay near the underbrush as if ready to dart away at any second; though most of you overlook them- as though your eyes just slide right off those little red caps when you aren't looking. Finally, the group wisely decides to put at least one human at the front of the pack. Not necessarily to lead them- but simply put when a group of over a dozen armed and large travelers with no colors suddenly stumble across a merchant or priest along the road- it'd probably be nice to see a friendly face first and foremost.

“Stop! Travellers! Yield and som'such!”

The voice called out in front of you. It's a knight! Wearing heavy armor, this knight strangely seems absent a horse and his sword. Uneasy on his feet, the human noble seems sick, or maybe injuried?

“Hail, Nobleman!” One human in your group calls out.
”Hail? No- it's not even raining! Wassit?”
”Shhh! Idiot!”

William and Lad give each other a wary look.

“Which house do you belong to, Noble Knight?” One yells.
”Uhh- its got four walls! And made of wood- NO! Rock! Rich people houses are made of rock, innit?”
”Ughh... Sod this!”

Clearly, this was a trap. Nobody here would have fallen for the “knight” with the squeaky voice- but that was never the intention. Movement in the bushes and the trees nearby you reveal that they were waiting for you to get closer- but because you had humans in your group; the lack of proper manners from these ruffian impostors proved it to you in advance!
>>
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You are attacked by Goblins!

”Armored” Goblin- 3
”Armored” Goblin- 3
”Armored” Goblin- 3
Goblin- 2
Goblin- 2
Goblin- 2

Combat Rules
In order to attack, roll your class die. You do not need to specify a target (your roll will automatically hit the enemy with the highest power level it can). Every enemy has a power level, noted by its number. One player roll can defeat one enemy of your roll's result or lower- and you must defeat every enemy to win the combat encounter. Each character/player gets only one roll.

If you roll a number equal to half the highest strength enemy or less (rounding down), then you will become injured. If the strongest monster among the enemies is a 6, that means any roll of 3 or less will injury you in addition to not defeating that monster, etc. However- this means in this combat encounter, you will become injured by the fighting only if you roll a one.

If you fail to defeat every enemy; your party will be forced to retreat and take additional injuries equal to the number of remaining enemies.

Finally; all characters of the Sage class have a special ability. Instead of attacking, they must choose to reply to one players roll and increase the number of their die roll by +1 using their magic. This cannot exceed the rolling player's maximum possible die value. The Sage character can only do this once per combat.

>Roll for combat! Remember you can roll by typing "dice+1dX” with X being your class die's size
>>
Rolled 8 (1d10)

>>5644459
Grimbold's hammer skills are of legend and lore! At least in his own mind, that is. A warrior dwarf of grit and gruff, every thumping SMACK is an attempt at a homerun.

"DAMN-" thwack "-GOBLIN-" thwack "-THIEVES!"

"Ye sages stay behind the front lines! We need yer brains for this ceremony. Certainly won't be me solvin' any problems presently, lest they be hammerin' problems!"
>>
Rolled 3 (1d6)

>>5644459
Holding his dagger upright, Scrim begins to dash through the underbrush, keen on striking the green menace!

"Skullduggery of such poor craftsmanship..thy lessons for failure will be hard!"
>>
>>5644472
(Master capster, I do believe Rogues get d8s for combat, no? You've got a roll good enough to kill one of the gobs this time anyhow.)
>>
>>5644474
Since he's a gnome, Scrim has a dice one size smaller.
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>>5644476
Oh, hell. All well, then!

Wow, poor gnome sages better never get caught out alone.
>>
>>5644477
If goblins with "armor" are power three, i don't even wanna think how endangered we little people will be when we get the actual monsters.

Well, that's the life of a gnome.
>>
Rolled 4 (1d6)

>>5644459
Doctor Crime Jr follows in his fellow gnome’s footsteps and comes barreling out of the bushes like a true rogue, wildly swinging and grabbing handfuls of pebbles and dust to chuck into the goblin’s faces.

“KICK THEIR SHINS, MEN!”
>>
>>5644472
With my sagely powers I give Scrim a +1 to his roll, so he might not gain injury.

>>5644459
I have a question, would my dice be a 1d5, a 1d4 or a 1d3?
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>>5644484
Uh, anon, thanks for the bonus, but you only get an injury if you roll half the enemy's power - so here that means only if you roll 1
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>>5644459
Another warrior dwarf rushes out of the bushes and straight into the frenzy of battle!

"Axes of Armok! Urist is upon you!"
>>
Rolled 1 (1d10)

>>5644554
(Whoops, not roll+1d10, dice+1d10)
>>
>>5644557
Shit roll ftw
>>
>>5644484
Goodfellow, maybe apply that roll to >>5644557
>>
>>5644557
>Give +1 to players die value

howz youz lozing against a fecking goblin'. I thought ye dwarves waz a warrior race.
>>
>>5644573
>>
Rolled 7 (1d10)

>>5644459
"Today you will die!"

Warrior draws his long sword and charge the goblin.
>>
Rolled 3 (1d10)

>>5644459
Squire stands boldly before his fellow kobolds, brandishing his polearm to menace the diminutive and poorly armoured foes with its sharp edge.
He pipes up in a loud and clear voice as befitting a noble warrior. Well, as clear as his reptilian mouth can produce anyway.
"You gobbosss b-besssmit-, er, bersssmritch... you muddy the knightly name and the colour green! Have at yousss!"
>>
Rolled 4 (1d12)

>>5644459
>Myron bellows and charges into the horde of goblinos
"HAAAAAAAAGH"
>>
Rolled 4 (1d10)

>>5644459
>"Hyaa!" Says the pointy-eared fighter.
Twink Elf is kinda late but he tries helping anyways.
>>
>>5644459
QM, I'm a little confused about how we're grouped together.
Are all of us in one group? Is it organized by class or race? I thought that this was focused on the gnome group, but I'm seeing other races playing while I'm reading through.
>>
I made an error in the prompt. I said Sages MUST add a +1 to another player's roll. This is incorrect, Sages MAY add a +1, they may also attack or do nothing if they choose to.

>>5644628
Everyone is currently together.
>>
So, given we have enough rolls to defeat all enemies, are those that haven't rolled yet expected to roll? I feel like rolling will just give an opportunity to be injured, but he also said at the beginning that we should try to participate every day.
>>
I think we must loot dead greenskins.
>>
>>5644827
Someone really should +1 Urist first, though.
>>
>>5644833
Or we can loot him too...
>>
>>5644818
NO You do not need to roll. Abstaining from a roll is always an option unless it's a Saving-Throw or similar (but you might be letting your team down if they don't have a handle on the situation!)

This fight was naturally made to be a lot easier since it was a tutorial. Later combat encounters will not be.
>>
>>5644839
Loot what, we dont got nothin', which is why we needed this job in the first place.
>>
>>5644459
>>5644484
Will change my +1 to give to >>5644557
>>
>>5644722
Is damage from low rolling calculated before or after our damage rolls defeat the enemies?
If all the stronger opponents were already defeated by rolls would it then be safer for those with smaller dice to roll?
So if it were a boss with strength 8 with a bunch of strength 2 minions would our sages be safer to roll after someone rolled an 8+ already without fear of rolling below 5 and taking damage?
>>
Rolled 4 (1d11)

>>5644459
“Awwww, the vermin thinks they’re people! Don’t even have to use my weapon for this!”
>>5644481
“I’LL DO YOU ONE BETTER!”
BlueMane attempts to punt one of the goblins into a nearby tree.

>>5644827
So how’re we doing this? Whoever kills it get their loot? Or are we sharing it around?
>>
I think most if not all of the party has rolled so now the only person I can stop from rolling a one is myself

>>5645004
for rolling last you get my +1
>>
>>5645004
It would be better to share.
>>
>>5644459
>>5644557
>+1 to the roll of Urist McVagush

Wiggles wiggled some fingers at the floundering dwarf, filling the stout being with feelings of courage and tenacity to shrug off goblin blows.
>>
DICE LADDER
The "size" of a die refers to its number of sides. This is based on real-world polyhedral dice, growing or shrinking by 2 possible sides with each "step" up and down the dice ladder. If a roll or rule tells you to get a "bigger" or "smaller" dice, this is what it is referring to.

These are the only dice sizes you should be rolling in this game- use this as a reference.
>d4 - (Gnome Sage only)
>d6 - Sage (Gnome Rogue)
>d8 - Rogue (Bromble Sage)
>d10 - Fighter
>d12 - (Bromble Fighter only)
>>
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>>5644467
Grimbold's hammer smashes a goblin still half stuck in human armor into a metal pancake! SPLAT!

>>5644472
Despite his size; Scrim uses his speed and skill to pop another armored goblin through a gap.

>>5644481
Yet another goblin falls- the small gnome avoiding injury through his tricks.

>>5644557
>>5644573
>>5644931
>>5645217
Urist, struggling to see the action over the congregation of tall-folk in front of him, draws his axe and charges in- but forgetting to check his flank. Thankfully, the nearby Sages watching from the sidelines help him avoid injury- by using an ancient magic called "hey look out!"

>>5644577
A goblin's head is cleeved straight from its shoulders from William's longsword.

>>5644584
Using his skills- Squire keeps any remaining goblins at bay- before issuing a killing blow with his oversized weapon.

>>5644601
>>5644608
>>5645004
While there were more then just six goblins- the remaining goblionids are too cowardly to continue the fight. Watching the first few get killed was enough- they scatter and a final few are picked off- while the smallest and most cowardly of all disappear into the underbrush.

All in all- a impotent ambush. The goblins are soundly defeated! While they posed no real threat to your large and armed group- it stands to reason they could have succeeded with their little trick- and could have easily killed a lone wanderer or small group of unarmed peasants. All in all- a good reason not to travel alone.

"Look! The knight's armor they had- it's still in pretty good shape. It would fit well on a human."

Considering the inside of the armor is stained with dried blood from its previous owner, goblin ichor, and other unspeakable stains- a murmur rises from a human in the back of the group-

"...You couldn't pay me to wear that..."
>>
Soon after, the party reaches the small town of Gravestone. You make sure to send a human forward to warn the village of your approach. While the sign of a few approaching Brombles, Elves, or Dwarves approaching isn't exactly known to cause alarm- a group as large as yours may as well look like a group of town burning bandits from a distance. Might as well give the heads up.

Within the town; preparations are well underway for a special ceremony that takes place at midnight on this night every year. It is a burial rite- and is meant to help placate the spirits of the dead and sanctify the ground of this village. Considering the many who are buried here- it is a very important ceremony. The locals are in a strangely upbeat mood despite the macabre nature of this ceremony.

“Why exactly why they were hiring people to “overseer” this ceremony anyway?” One of your number asks- nobody in particular. “They do it every year.”
“They must be worried of something going wrong.” A Sage replies.

Thankfully, you don't have to do much of the drudge work. Most of it is already done- you're mostly all here as security for yet unsaid reasons. While the villagers can't pay much; it will be enough to at least get you food and basic supplies for the rest of your quest to seek the Wizard. However, a few of your Bromble members find their great size and physical strength being employed to move heavy loads and make final preparations...

>>5644601
>>5645004
>>5645061
The Brombles are a strong and hardy race; standing head and shoulders over humans. Where as humans take years to learn how to walk and to gain strength, Brombles are born strong and grow quickly. While you can't speak for every Bromble, you represent enough of their people to encompass the general feelings and attitudes of Brombles towards Humans. How do you feel about humans?
>All Weaklings
>They're strong in their own way
>We enjoy helping them
Only Bromble players may vote on this choice.
>>
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As the sun goes down- the ceremony begins with the lighting of various candles which will be kept lit all night. There is a quiet that goes over the countryside- and parents keep their kids awake tonight for something special to happen. Doors and windows are unbarred and opened- and the smell of sweat bread pours from every hearth. You can feel the anticipation for something special to happen- and luck would have it you all get to be a part of it. You are not these people- but they invite you to stay for this all important night.

However, a shadowy figure darts thru the dusk shadows of the town. There are hooded men, at least two or three, who are not participating in the normal preparations or celebration. They seem driven and oriented towards a different goal- and you just get the strange feeling that they're up to no good. There isn't much time to discuss it among the party- however some of you certainly feel like this needs investigating. Of course, you can't let them know they're being followed. Somebody stealthy needs to step up and trail these men...

Rules
Whenever you wish to engage in stealth, disarm a trap, or slip into a tight space- you must roll your class die twice and make a pair to succeed. This is considered a Skill Roll. Failing the roll will not alert who you are tailing nor cause an injury- but it will be a little embarrassing.

Rules for Rogues
Those who are of the Rogue class have a special ability. Whenever engaging in a Skill Roll, you get to roll an extra die.

>At least 3 Party Members must succeed to follow the mysterious men
>>
>>5645379
I have a question - what about gnome rogues? We can disappear, so that would probably make following the men easier, right?

Also, what do you mean by pair?
>>
Rolled 6, 10 = 16 (2d10)

>>5645379
"Hurm, some shady looking shadows over yon. Wonder what they're up to.."

Grimbold's idea of "stealth" is to look nonchalant and play with his braid-rings, which is of questionable effectiveness but great hilarity to onlookers.
>>
Rolled 3, 2 = 5 (2d6)

>>5645379
>>
>>5645385
You're a Gnome which means you get smaller dice, so it is easier for you to get pairs.
>>
>>5645399
Fair, but i thought that a stealth roll would be affected by going invisible, right?
>>
Rolled 1, 4 = 5 (2d4)

>>5645379
"Hi-ho, magicks shall do well to hide from these gentlemen!" said he, with little care and amusement.
*whistle a merry tune
>>
>>5645378
>They're strong in their own way
"Humans are only one of the many pieces that make our world whole and so cannot be judged their shortcomings anymore than a bromble or gnome"
>>
Rolled 3, 5, 2 = 10 (3d6)

>>5645379
Oh right, I guess i should roll.
>>
>>5645407
Well that's a shame.
>>
Rolled 1, 6, 3 = 10 (3d6)

>>5645379
Doctor crime covers himself in mud for maximum stealth and begins crawling across the ground on his stomach like a mad man. Employing “gnome tactics”.
>>
>>5645421
Damn
>>
Rolled 6, 4 = 10 (2d10)

>>5645379
Twink is not well versed in the arts of sneaking but maybe his lithe elf physique will lend itself well to the task?
>>
>>5645421
That's two gnomes rogues in a row that fail, we're the ones most likely to hit

I feel like this "pair" system may be a bit too miss-prone honestly.
>>
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Rolled 8, 5, 2 = 15 (3d8)

Hey QM, can sages use their roll augmenting ability here? Is it a combat only thing or a "at any time but needs to be recharged thing"?
>>5645379
The nameless amnesiac attempts to hide in the shadows with his stained robes, but as the group of men split, or at least appear to split to his eyes, he must choose a group to follow. Whether that choice ends up being correct or he follows some sort of illusion is up to chance...
>>
>>5645425
I think you have about a 42% success chance at stealth as a gnome rogue.
>>
Can our not-so-sneaky friends use sages help?
>>
>>5645437
We've had 17 rolls and yet none of them have been pairs so far...
>>
Rolled 7, 10 = 17 (2d10)

>>5645379
Squire may have some trouble sneaking while his chainmail jingles like kicked pike of coins but a knight never removes their armour while in the field!

[spoilers] Skill checks seem rather difficult. Even our gnomish rogues only have a 50/50 chance of rolling doubles with 3d6.
>>
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>>5645434
>>5645438
Yep. Sages may add +1 to any one die's roll, as long as they haven't also rolled.
>>
>>5645463
Well, in that case we already have some candidates.
>>5645391
Add a one to the 2
>>5645407
Add a one to the 2 (that's me)

Just one left after that...
>>
>>5645407
I'll use my +1.
>>
>>5645439
The odds of two 1s (or any other pair) on 3d6 is slightly over 42%.
>>
>>5645470
That's theoretically, as seen by the many many tries that have not yielded a pair.
>>
>>5645379
>>5645391
>+1 to Tordynnar's 2.

Wiggles sat on a rooftop, observing the proceedings from the safety of not-near-anyone. Then the shadows below started moving. Wiggled did not want to go off alone chasing shadows, but that one over there seemed to be sneakily following. Oh, but there was a noisy stick laying in ambush. Wiggles wiggled the fingers and asked stick to move aside and leave this one alone.
>>
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...Actually, I kinda changed my mind. There was a good reason I didn't want to allow Sage boosts for skill rolls. I wasn't even going to include it for combat either, just for use as injury prevention originally, which I liked more. We'll just require one pair instead of 3 for this roll because of this change. Does anybody object?
>>
>>5645496
Well, i can't say I'm a big fan of the pair system in general. Stealth is like the singular thing gnomes are good at and we didn't manage even a single pair.
>>
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ACTUALLY double reverse meme-
I like the Sage +1 on any roll meme. Keep at it. I forgeting this is supposed to be the easy bit. I'm going with my gut, I designed the game and I'm gonna stick with it.

>>5645503
You suck lol
>>
>>5645378
>They're strong in their own way
Myron is a lover of life and understands we all have a role to fill in harmony with nature, but he hates greenies for sure thinking them to be "corrupted" versions of the races
May be a bit naive but I want him to be ignorant and curious of the world while still being a brick shithouse
>>
>>5645503
Pair system rocks dude
I like when everyone fails it makes me grin
>>
>>5645379
>Rules
>Whenever you wish to engage in stealth, disarm a trap, or slip into a tight space- you must roll your class die twice and make a pair to succeed. This is considered a Skill Roll. Failing the roll will not alert who you are tailing nor cause an injury- but it will be a little embarrassing.
Okay, this is a really cool and novel way of having a mechanic.
>>
So uh...is no one gonna get the last one? Did everyone already roll? We're one person short.
>>
>>5646354
We have 8 rolls, and two sage buffs, so we’re missing several people yeah
>>
Rolled 1, 6 = 7 (2d12)

>>5645378
>They're strong in their own way
“What can I say? I like the little guys!”
>>5645379
BlueMane was just quietly having a drink over by a window, when he saw quite literally every EVERYONE he knows trying to sneakily follow some guy….and horrifically fail at it too. “…Ahh what the hell.” BlueMane begins to follow suit (literally just walking behind all of them) drink still in hand.
>>
What happens if not everyone rolls? Do they just not do anything? We have more people, and we need one more pair.
>>
>>5645379
Urist thinks about cheese, for a moment, before resuming his hunting labor.
Whoops, I thought this was solely for rogues.
>>
Rolled 2, 2 = 4 (2d10)

>>5646524
>>
You lucky motherfucker.
>>
>>5646526
Goddamn finally, the only natural pair we've had

We're good.
>>
>>5646526
YOU JUST GOTTA BELIVE!!!!!
>>
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>>5645391
Swift as a wind thru the trees; Tordynnar follows the mysterious men. Though he nearly gives away his position by snapping a twig- as even elves aren't always perfect- he gets a little help from a friend.

>>5645407
Scrim, a Gnome, is quite good at staying hidden- but following long-legged people at the brink of dusk when most gnomes would much prefer to be inside their mushroom house smoking a nice pipe is still a small challenge. Sky-Hoof's spells that bind the party together as one "herd" help him to overcome this- subtle and unseen as it may be.

However, the three men move through the forest nearby the village- and the third takes the most direct path. The party almost misses an obvious sign- until an unlikely Dwarf manages to follow along without being seen. Perhaps the most direct path is, indeed, the easiest.

>>5646526
Urist finds a straight path outside the village leading to a hidden hut in the woods- mysteriously busy during the night before the ceremony. Without skipping a beat, he calls for the rest of the party to prepare to deal with the troublemakers...

As it turns out; the mysterious men were no ordinary villagers. They were cultists. Working with the raw materials of Gravestone; these grave-robbers had unearthed several corpses and attempted to imbue them with unholy life- summoning up damned souls from the underworld and placing them in cold flesh to animate them once again. In other words; dark necromancy- the foulest kind. Using the magic found on this special night; they could have created undead monsters. You stopped them just in time. The mysterious men are not armed and surrender immediately- your party will take them in for justice for their crimes against nature.

>>5645391
Elves, being creatures of magic and wisdom, seem most apt to notice things out of place. Within the disgusting hut where these cultists were attempting their dark work- he notices a small glass orb. It's a crystal ball. Staring into it- he realizes he has been given a glimpse of prophecy. He hears a scream and sees the flash of steel- is a trap sprung on an unknowing victim? Or is it a glorious battle? Or it is the clash of a gong during a wonderful celebration?

Tordynnar has gained a Hunch roll. Roll your class die now- keep this number. You may use this number as your result for any future die roll. You may use this to replace a bad roll if you choose. Once you use this hunch roll, you will finally realize the meaning of your vision, and the prophecy will be complete- expending your hunch.
>>
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As night falls proper; a sense of serene peace falls over the village. The villagers lit candles and begin a slow procession towards the graveyard- with some of your party in tow. The fact they have invited you to this ceremony at all is telling of how welcoming they are- but you suppose you've earned it.

They go towards the central graveyard of the town towards an unadorned but very important-looking grave marker. They dig a great hole, as though to unearth the dead, giving you pause, but none in the ceremony seem upset by it. After a moment- a skeleton jumps out!

The skeleton is animated. With a big boney smile- it raises its hand and begins to sing.

”O' well they say the dead will rest in peace,
but I'd ask for those stomping feet to cease-
my skull is aching and my bones are shaking,
so on this one night- the dead are waking!”

“The living say they're lucky still to be-
to be honest, I can't say that I agree.
You gotta run and work and cry and breathe,
all I gotta do is rest my head and sleep!”

“But you woke me up- and dear those cakes smell good!
I guess I'll take a stroll around your neighborhood-
I've got toys and gifts and sweets to share,
so give me this night and I'll go right back to hell!”
>>
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You learn soon after that this skeleton's name is Benjamin. Benjamin Bones. And he does this every year.

For some reason that has been lost to time; this one member of the dead comes back to life every year. But it is not a cause for fear or alarm- as the villagers are used to it. In fact, they love it. The children especially- encouraged to stay up late as the skeleton makes a trip around the village so they don't miss him. He stops at every house, giving out candy and toys- which you learn the village elders make for him to pass out- and talking to people. It's unnerving seeing a walking corpse perhaps, but he's just so charming!

None of you have ever seen anything like this before. The dead are always said to be evil, loathsome creatures that one must avoid at all costs. To see a ghost is a very bad omen- but this skeleton seems different somehow. This ceremony must be a part of it- they accept this strange man(?) for who he is- and in turn, he stays in the ground for the rest of the year. The Sages in your party engage in a heated debate over the true nature of this phenomena- is it a restless spirit? Is it a demon in disguise- no. A consensus is reached- the negative energy that surrounds this village and all the death and buried dead here creates incredible pressure. But instead of being bottled up until it erupts in a curse- it is released every year by a single friendly dancing skeleton.

How do you feel about it?
>Positive
>Negative
>>
>>5646700
>Positive
"If only all places could channel dark forces to be so kind and merry"
>>
>>5646700
>Positive
"It is a certainly bizarre tradition...though if it dissipates the danger of these cursed grounds, It is a good one!"

I read that rhyme in the rythm of spooky scary skeletons
>>
>>5646700
>>Positive
Elfs can kinda persist after death don't they? Doesn't seem too weird.
Is his patience waning, is this entertaining? Does he have that feeling y'know, of losing all control?
>>
>>5646700
>Positive (Begrudgingly)

"Well, it's better than a mineshaft crypt turning into a bloody battlefield with ghouls, I s'pose. The little kin seem to love it.. wouldn't ever catch me eating that candy, though."
>>
>>5646700
>Positive
Its a bit weird for sure, but if it was evil it surely wouldnt be passing out candy with silly rhymes about how "its easy living, dying", might be a cult as this is a Bananas game but kek
>>
>>5646700
>Positive
Wiggles likes gifts. Especially tasty ones.
>>
>>5646700
>Negative (Begrudgingly)
Urist was rattled after seeing a walking skeleton.
Urist was delighted after hearing a very fine song.
>>
>>5646700
>Neutral (leaning positive)
"Ho ha! I have seen worse done for lesser ends!"
>>
>>5646700
>Negative

Listen ‘ere darkness is a subversive and seductive force. Negative energy ez just dat- negative, no matter wot form it takes. It may not be today, may not be tomorrow, it may not be in a century, but one day ‘dere will be a reckoning for dis place. This evil has cloaked itself in a veneer of goofiness and fooled this simpletons. If we allow it to roam free and receive worship from this village, growing its corrupt power like a cancer there will be hell to pay.

We must rid the negative energy and give dee ded a proper burial.
>>
>>5646801
Keep forgetting my fucking trip
>>
>>5646700
>Negative (worried)
Squire has had to face the undead before. They keep coming back even after they die, just like Mr Bones here. What if something worse than a cult decides to mess with this energy and the skelebones is mean next time. A Knight's duty is to protect the kids, not ignore a danger to them.
>>
>>5646700
>Negative
Where’s my presents you prick?
>>
>>5646875
"I didn't forget you! Always remember, I love all children equally! Oh and by the way, I love your hat!"
>>
Rolled 3 (1d6)

>>5646700
>Positive
Usually this would be quite alarming, but perhaps in this instance, it's healthy to have a regular and safe release of dark energy.

>>5646696
>Rolling Hunch roll
>>
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As the night goes on; the strange animated skeleton makes his rounds around the village, spreading joy and cheer. The initial shock and panic of seeing a member of the dead walking around of its own volition wears off soon after- making the party relax. It seems the suspicious cultists were the only reason the town wanted security, but you caught them all before they caused too much trouble... or so you thought.

As the ceremony ends; you return to the graveyard with Benjamin in tow. He seems to like all of you very much; he knows everyone in the village- though of course he only sees them once a year, so everyone grows up so fast to him. To see strangers is rare on this special night, and he says with sadness that he hopes you'll be around next year to see him again- because until then, he will in the restful sleep of the dead.

But then, as you return to his grave- a lone figure kneels by the graveyard- using the distraction of the ceremony as cover- clutching his own bloody hand. All around the grave are arcane symbols and markings- and the Sages in your group recognize it instantly as dark magic. The cultists' plan was foiled when the ghouls-in-the-making were discovered and destroyed- but one managed to slip away and make this last ditch effort to complete their dark working.

“My masters below- I give you your vessel!”
>>
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Benjamin begins to shiver, his skeletal expression impossibly warping in your eyes to show panic and fear- a strange emotion for one that cannot die. There is a certain infernal darkness around him; something evil is in the air.

“W-Why? Why are you telling me to do this?!”
”Hurt them. Kill them.” An evil voice rings out from the wind.
“No! I won't! I can't-”
”You will. You are mine now.”

Benjamin is being attacked by dark magic and is going to become possessed by a dark spirit. You can already tell he is about to become aggressive soon- You have to do something! The Sages in your group step forward. Waving their ritual implements, the wise ones begin to incant sacred words and focus their minds to channel their mysterious power...

Rules
To banish an evil spirit, perform an exorcism, counter a spell, or work magic- you must make a Magic Roll. In order to perform a magic roll- roll your class dice and roll equal or under the difficulty of the enchantment. Each successful roll counts as a Seal, and you must reach the number of seals listed in order to cancel, complete, or seal-away the magic. Elves are very skilled in magic; and count the difficulty of the magic-roll as one higher for them.

If you attempt a magic roll and roll over the difficulty- you fail. You will suffer from the magical backlash and instantly become Cursed. Becoming cursed means you will automatically fail one roll or suffer some other misfortune later.

Instead of rolling, you can also choose to perform a Desperate Prayer. This protects the next player who rolls after your post from suffering from a curse if they fail. If they succeed their roll, then this protection “chains” to the next person, and so on.

In addition, if a Sage rolls a 1 on their Magic Roll, their chanting grants courage to all nearby- increasing the difficulty score by +1, making it easier for all future rolls to succeed.

Lesser Dark-Spirit
Difficulty- 3
Seals- 3

>Reply to this post and roll. Remember, it's roll under!
>>
I reccomend that the higher-dice classes give some prayers so we of the smaller dice who have a higher chance can be safer.
>>
>>5647188
Twink is concerned for the jolly skeleton, he doesn't deserve this! He prays his comrades can solve the situation without issue.
>>
Rolled 3 (1d6)

>>5647188
Alright, let's go, 50% chance
>>
>>5647205
Yes! That's a success. One seal down.

Scrim Yellowfrand's going to work his gnomish magic to get rid of this dangerous magick.
>>
I'm not shitting on the above player in particular because I forgot to include it in the prompt so that's my bad, but from now on when anyone does a prayer please >greentext it so it's easier to parse. Just

>Prayer

Would be good. Thank you, it's appreciated.
>>
Rolled 1 (1d6)

>>5647188
Begone foul spirit!
>>
Just one more hit and we're good
>>
>>5647188
Squire knew this might happen, he stands protectively between the mad skelebone and his friends muttering a garbled but well rehearsed
>prayer.
>>
Rolled 4 (1d4)

>>5647192
"Back from whence you came, malicious spirit. What madness overcomes you to oppose such a multitude?"
>>
>>5647272
"Alas the only mad one was I, to think that high chances would help me succeed."
>>
>>5647275
But you did succeed, my 1 raised the threshold by 1
>>
>>5647289
"Then more is the fortune!"
Hah, that's what I get for not paying attention.
>>
Rolled 4 (1d6)

>>5647188
Told ya’ evil is evil. It don’t matter wot form it takes’. Now I got to kill this thing ya idjits.
>>
>>5647188
Far out of his element, Urist kneels down, meditating on blood, and utters a humble
>Prayer
>>
Hmmm, we've already finished all the seals. You don't really need to roll anymore, y'know. We already won.
>>
>>5647188
"I ain't really good at this whole magic thing...BUT I'LL BE DAMNED IF I WON'T HELP!"
>Prayer

>>5647317
"THEN LET'S MAKE SURE THIS BASTARD GETS A FIRST TICKET STRAIGHT TO HELL!"
>>
Rolled 4 (1d6)

>>5647188
>Magic Roll

Wiggles wiggled the fingers to wiggle that dark magic into the gravestones, natural lodestones of the graveyard that they were.
>>
Also, the redcaps are naturally good at magic it seems.
>>
>>5647188
"By the Deeps!"

>Prayer
>>
So does someone get cursed or not?
>>
>>5647647
No, the threshold got increased, and everyone rolled at most a 4, and we have tons of prayers besides.
>>
Rolled 6 (1d6)

>>5647188
I fucking love this skeleton with all of my life. If anything happens to him I’m going postal on this village.
>>
>>5647888
Aw my ID changed Rip.
>>
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The Sages of the party gather their powers and being to exorcise the spirit- raising their hands and voices to incant sacred words. The demonic force is struggling to remain in control of Benjamin, who is being fought over by too many spiritual forces to move or speak. Each perform magic as their own cultures did and would; and Tordynnar raises his voice louder then the others. With a beautiful sound of elvish speech, the powers of the other sages are increased- and the dark spirit is easily ripped away from the skeleton-man. The seals can be felt as each locks away and lessens a bit more of the spirits power- until it fades away and is banished from whence it came.

“You... You saved me. Thank you!” Benjamin says.

The townsfolk, frightened by the goings-on, come to the party and thank them personally for what they've done. Not only did they save the ceremony and their favorite skeleton- they also helped catch the local troublemakers- whose intents were more evil then they ever anticipated. The cultists will be punished harshly; with the leader who performed forbidden blood magic will be executed for his crime.

Your party has succeeded in your sidequest to oversee this village's special ceremony. You all retire to your beds- borrowed from barns and extra places in the village, after an exhausting night of staying up so late.

The next morning, you are awoken to praise and thanks from the many villagers; and given your packs of supplies for your trip. As the paper said which advertised this job- they can't pay much, but they can at least supply you for a while. The villagers have set up a great meal on tables in the village; enough food to stuff your bellies and packs with for the days ahead. There is a great selection; a great bounty of greenery and freshly cut grasses and forbs for the herbivorous brombles, two barrels of ale for the dwarves (one each), meat pies for the kobolds, bread and puddings for the humans- also stuffed with fresh berries and fruits, nuts for the gnomes, and much more.

More interestingly however is the hastily constructed weapon rack in the center of the clearing where you are to prepare for your journey onwards. While the villagers don't have any expert warriors among them; they have collected all of the weapons and armors and other useful pieces of equipment they could find to help you on your journey as thanks for what you've done. While there isn't much; these pieces of equipment could really help change the tide of battle and make the difference on your journey. They all belong to you now; decide who should get what. Items will be taken on a first-come first-serve basis, but be considerate of what party members would benefit the most from each item.
>>
Since it's been 5 days since the Quest started- I'm really happy to see almost all the original players are still around! Perhaps a week is a better anniversary to celebrate, but I was expecting more attrition. Thanks for sticking around!

Absences
>>5643622 Spyro's player hasn't replied to the thread in about three days. While I don't have any plans for hard and fast rules; I think three days is a good time for a reminder. So please let me know if you'd like to continue playing the quest, or if you'd prefer to drop out. This way we can write the character out before they get any more invested into the story and before the game gets more complex. Thank you.
>>
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The Fine Helmet will protect you from injuries gained from ambushes. Gnomes, Brombles, Kobolds, and Elves cannot use this. While members of the party may already have protective headgear; nobody has anything this sturdy and reliable yet- except for William, who gets a free helmet; taken from the goblins' impostor armor.

The Dual Axes are meant to be used together and give the party member in question the ability to roll their class die twice in combat and take the better of both rolls; but they will retain any injuries gained from a low attack roll. They're a bit too small for Brombles, too big for Kobolds to use together at once, and any self-respecting Elf wouldn't be caught dead using such a barbaric pair of weapons. Only Fighters can use this.

The Greatsword adds +1 to your combat roll. This is bonus modifier, and has nothing to do with your roll result; it just makes the total higher. Only a Fighter can use this.

The Yew Bow will allow you to “shoot” an opponent instead of making an attack roll. This attack will automatically defeat the enemy without any risk of injury to the user. You must specify the enemy you want to use this on when you use this item. The maximum Power of the enemy you can shoot with this bow is 2. Increase this by +1 if the user is a Rogue. Increase this by +1 if the user is an Elf. Dwarves, Kobolds, and Gnomes can't use this. There are two bows.

The Oaken Shield allows the user to block one injury suffered by a party member in combat. You can use this on yourself. You must reply to the post which suffered the injury. Only a Fighter can use this.

The Flower Bag is filled with medicinal flowers fresh-cut this morning. The bag can be used to cure aliments and pains- and can be brewed to create a healing draught that will heal one injury. Only a Sage can use this.

Finally; the Gravestone Trunk is a magic item. Half filled with grave-soil, this item can be used to capture a spirit or ghost inside itself. This trunk has the power of four seals, one for each side of the box. Once it is used, it should be buried to lock the spirit away- just in case someone is foolish enough to open the box and release it again. It's a little too heavy for a Gnome to carry around. Only a Sage can use this.

>Reply to this post an name an item to take it
>>
>>5647978
https://www.youtube.com/watch?v=GkdJNTt4H5E
>Twink takes a Yew Bow! Now there's a nice weapon.
>>
>>5647978
Myron will abstain from the weapons atm, I want a big squishing impliment
>>
>>5647978
Squire is only eligible to wield the sword or shield. Since he is rather attached to his current inherited weapon and it is his sworn duty to protecc, he will opt to wear the
>oaken shield
on his back, ready to shoulder any harm to his allies.
>>
>>5647978
>Take Flower Bag
I figure since my rolls are already strong against spirits, it would be a waste for me to take the "automatic 4 success" against spirits item.
>>
>>5647978
"There's none of that that fits me! I'll just rely on my trusty dagger for now..."
>>
>>5647978
>Dual Axes
This is a battle axe. All craftsdwarfship is of the highest quality. This is a battle axe. All craftsdwarfship is of the highest quality.
>>
>>5647978
"The Gravestone Trunk would be of good use to the team, in case we are in need of fighting a stronger spirit, but it is too heavy for me to wield. Likewise for the bow."
"Bah, there is nothing I can use..."
>>
>>5647978
BlueMane takes the
>Greatsword
With a childlike glee, has if he’s a kid given a new toy he can’t wait to play with. Except he’s a 7ft+ bull who’s given a gigantic sword.
>>
>>5647978

>Fine Helmet

"A mighty fine piece for village folk! Really, too nice. All we did was scare away some zagrikki spirit, not even a full day's work!"


>>5648109
"Ah, Urist, a keen choice," Grimbold says, somewhat covetously, "if only they menaced with spikes, like the ones from home."
>>
>>5647978
>Gravestone Trunk
"This shall burden me the least out of our sages"
>>
>>5648294
"Aye, Grimbold," Urist says. "'tis a far way from Hatchetminds."
>>
I have come back from the dead!
>>5647978
"...hmm."
>Yew Bow
>>
>>5648412
my IP has changed somehow, I'm >>5643380
Swearsies.
>>
>>5647978
What kind of payment is this? Do gnomes of the roguish variety mean nothing to these people? I take nothing.
>>
>>5648426
>I take nothing
As a roguish gnome, you literally cannot take anything...which fair, human villagers are not going to have stuff for all races on hand, but its mechanically weird that there's something for any type of person other than a gnome rogue.
>>
>>5648426
>>5648427
"Fret not little friendsss. Giftsss that protecc and heal are giftsss for all! Let thossse with more enjurensss... endurantss? ah, let us ssstrongboiss lift for you. :)"
>>
>>5648426
Wiggles nommed on the barries while the others looked through the loot arranged on the armor stand. If Urist left the axes lying around, then Wiggles adorned them with images of caterpillars and flowers in berry juice. The caterpillars are devouring the flowers.
>>
>>5648412
>>5648414
I know I said taking a name was optional earlier but I'd like you to take one now, if you don't mind. That way it's easier to keep track.

All the items are taken; I'll work on the update in a minute.
>>
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Once you've all suited up and gotten your new pieces of equipment- mostly leftovers or old herilooms over freshly forged equipment unfortunately, the villagers bid you farewell. But as you go- you're greeted by a most peculiar sight- Benjamin himself, in the lack of the flesh.

"I thought you were supposed to be buried come morning." -One of your Sages say. That was the consensus- and it is troubling, though perhaps slightly less scary to see a skeleton prancing around in the daylight.

"I thought so too." Benjamin said, with a hint of sadness in his voice. "But my grave has been defiled. I cannot go back to rest again."

This draws a great deal of debate and discussion among the more intellectual of the party- how can a dead walk? Is it not necromancy? What of the spiritual implications?

"They could bury me again, since I don't breathe, but I would just be... laying there. I know I can't go back to sleep now. The restful dead I am no longer. The villagers loved to see me, once a year, but if I am here every day- I will only become a burden to them. I cannot be one of them. I am not a man, I am dead. So instead... Why can't I come with you?"

Because your opinion of Benjamin was mostly positive- you tentatively agree to let him join your party! Since he's a skeleton, he doesn't even need to eat.

Benjamin
Benjamin is a skeleton and his rules are a little differently. When asked to roll, his roll result is always treated as a 3. For Hazard or Stealth rolls; he rolls a 1d6 and has to get a 3 to succeed.

Since he is already dead, Benjamin cannot die. When he takes an injury, instead he is knocked apart. The energy that holds his bones together into humanoid shape isn't unbreakable- but it can be brought back together. Once knocked apart, Benjamin cannot take any actions until the Sages of the party get some downtime and can put his bones back in the right order. Until then, he'll just have to be carried around in a sack until you get a chance to rebuild him.

>Who wants to play as Benjamin?
>>
>>5648789
>I will be Benjamin!
>>
>>5648883
>Though if I am Benjamin, I should take his stated name whilst I hang with you guys. Thanks again for the save, you lovely people!
>>
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After helping and allowing the strange skeleton to join your party- your preparations and sidequest is finally complete. Gathering your gear, provisions, and companions together- you set out on your epic quest to claim the Star-Crown!

While it has been a bumpy start- your group has fought, cast spells, and explored together long enough that you can now call each other fellows and friends. The Brombles are especially keen on this; as a herd species, they feel social pressure very strongly and once they imprint on someone to be a part of their group, they become protective of them. The Brombles of the party have gained a new ability- Fellowship. Allowing them to take a hit (injury) from another party member in their stead; if they so choose.

As you ready up to leave the sleepy town of Gravestone- and for Benjamin, this is the first time in centuries- you come to the realization that your sizable party has never actually come up with a name for yourselves. What should you call this merry band?

>Company of the Crown
>Fellowship of Fools
>The Skeletons
>Other (Write In)
>>
>>5648927
>Mr Bones Wild Riders
>The Graveyardigans
>Larpers Crowd
>>
>>5648927
Are we all folk of good cheer? If so, perhaps...
>The Humerus Fellows
Ho ho!
>>
>>5648927
>Crown Crusaders
"Knight left Ssquire to go on a Crusssade. Sssaid Ssquire wass too young, to wait here. But Ssquire iss bigger now and hasss friends. Maybe we do our own? Maybe Knight will come back if Ssquire proves himself."
>>
>>5648927
"I've-a ner issue with a whatever name yerr mananage to choose! Choose one and let us geh!"

You should read him as having a strong danish accent, since red-capped gnomes originate from scandinavia.
>>
>5648927
>Mr. Bones' Wild Riders

Fits as well as anything, methinks!
>>
>>5648984
+1
>>
>>5648984
+1
Urist likes crowns for their kingliness.
>>
>>5648927
>Mr Bones Wild Riders
Seocnded if observers can vote.
>>
>>5648984
+1
>>
>>5648984
“Crusaders get treasure like crazy, we’re knight guys now!”
+1
>>
Rolled 12, 16 = 28 (2d16)

>>
>>5648927
>Abstain
Wiggles ignored the discussion of names and searched the nearby bushes for snacks. Bones normally made good snacks, but the Benja Man did not want to be a snack, so Wiggles stopped trying to nibble on him.
>>
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You have decided to name your group the Crown Crusaders, a fitting name for your quest. Finally, you set off!

But your journey has only just begun. First you must make your way up the mountain and seek knowledge from the great wizard- Arabamnon. The wizard knows magic far greater then any of your small parlor tricks- and had many centuries ago mastered their own mortality- becoming an immortal being separated from the cycle of death and rebirth. Even Benjamin doesn't remember a time before the Wizard. But what is known is that the Wizard got tired of people asking for his knowledge, and he moved to live atop a great mountain- protected by unwelcome guests. It will be just a challenge to reach him...

As you cross the old stone bridge that leads to the Wizard's mountain- suddenly two loose stones fall through! As though they have been sabotaged!

>>5648412
This mysterious rogue is in danger!

>>5648888
Benjamin is in danger!

Rules
Whenever prompted to avoid danger, surmount a physical obstacle, perform quick thinking and feats of physicality, or "make a saving throw"- it is called a Hazard roll. Hazard rolls require you to roll your class die and avoid rolling the maximum possible value or higher on your die. Meaning if your class die is a d6- don't roll a 6! If you roll under, you succeed and avoid the danger. If you roll equal or higher- you fail and suffer a consequence.

Like Skill rolls, Rogues get to roll an extra die. They only fail if their grand total is higher then the maximum die value of all their dice. So a Rogue would roll 2d8 and only fail if they get a 16, and so on.

Benjamin has a special roll. He rolls a d6 + his default value (3)- avoid getting 6 or more. He is a clumsy skeleton...
>>
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"Remember us!? Now DIE!"

With a rancorous laughter- a group of goblins attack! Two hobgoblins- almost as tall and strong as a man- are out in front. These goblinoids are smart enough to use armor and are very dangerous. But they don't lead the group- leading them all is a goblin sorcerer! You can feel his dark aura- and the Sages of your party can even see it. He's using magic to increase his power and the power of his rabble- watch out!

Rules
From now on- targets must be specified in combat. Roll and unit order is now important.

Enemy spellcasters are fearsome. Units with the Sorcery modifier have their power increased by the number notified- unless their magic is sealed.

Units with the Charge Modifier automatically injury the party member who rolls or performs and action at that turn-order. So a unit with a Charge value of 3 automatically hit the 3rd person to take an action.

Goblin Warlock- 6 Sorcery 3 (Difficulty 3 Seals 2)
Hobgoblin- 4 Charge 3
Hobgoblin- 4 Charge 4
Dumb Goblin- 2
Ugly Goblin- 2
Lazy Goblin- 2
Dirty Goblin- 2
Unnamed Goblin- 2
Lesser Goblin- 2
Naked Goblin- 2

>Roll (Combat)
>Roll (Magic)
>Prayer
>>
>>5649545
Alright, i've got a question:

How does Gnomish Invisibility work, mechanically? When we are invisible, is it for the rest of the battle? Can we take actions while invisible? Or is it just an 'you can hide and do absolutely nothing' type of thing?
>>
Rolled 5 (1d10)

>>5649545
"For the Crown Crusaders and mine clan and kin, meet your END foul things!"

As always, Grimbold leaps right into the thick of the fray as fast as his stubby legs can carry him, moving towards the dangerous looking hob-gobs. They can't be allowed to harm his friends!


>Combat roll targeting Hobgoblin that charges on 3
>>
>>5649545
>Prayer
>Seal Goblin Warcuck

Ur playin’ wit magicks dat u don’t understand boy. Imma’ need to seal dat.
>>
Rolled 3 (1d6)

>>5649572
>>
>>5649572
As Lad moves up to seal the Warlock's magical powers, Grimbold shouts back to the advancing members of the party.

"Myron, Bluemane, Urist! The other hob, keep it off the Sages!"
>>5649130
>>5648223
>>5648011

"Then we can handle the Warlock, once our masterful casters have done their work, but those damn hobgoblins are fast! They'll punch a right hole in yer braincase, like a bad pickaxe stroke."


[I think it's probably smartest if one of our beefy fighters takes out the other Hob before any of our other Sages roll, so that the Sages aren't taking any guaranteed injuries. Then we've got all the time in the world!]
>>
>>5649548
You disappear. You can't get hurt, but you can't take any other action.

>>5649572
You can't take two actions. I'm just going to assume you'll take the successful seal roll.
>>
>>5649545
(different ip but still the same)
Twink Elf sees a perfect opportunity to test his new toy!
>Shoot Naked Goblin
>>
Rolled 9, 4 = 13 (2d10)

>>5649545
>Combat
>Hobgoblin, Charge 4
"The Dwarves are upon you!" Urist rushes in to intercept the hobgoblin guard, axes at the ready!
>>
Rolled 11 (1d12)

>>5649588
"On it!"
>>5649545
>Hobgoblin 4 Charge 4
"Fucking greenies!" Myron charges horns first into the one with the hoe
>>
>>5649545
Squire holds the line protecting the sages while the charging hobgoblins are dealt with. Waiting his chance to strike.
"Wiggles, can you ssseal the magic gobbo? Then friend Bluemane with hisss fancy ssword can chop and Squire can poke with poleclaw!"
>>
Rolled 4 + 3 (1d6 + 3)

>>5649541
Thank you for ceasing your nibbling! Candy would surely be sweeter then these old Bones!

>5649542
What a lovely view! It has been such a while since I last saw a place even this far from Gravestone! And this bridge! A classic of architecture that... whoa!
>>
Rolled 2 (1d4)

>>5649545
"Hey ho, very well. I cannot do much with my arcane arts. To either seal or use what little magic I might posses, then."
>Against the warlock
>>
>>5649774
+1
"Let me help guide you"
>>
>>5649792
Ignore this I forgot you want to roll low on seals
>>
Rolled 5 (1d6)

>>5649545
Doctor crime Jr charges the ugly goblin, cursing and sputtering, paying no mind to the hobgoblins his fellow adventurers were occupied with.

>Combat
>Attack Ugly Goblin
>>
Rolled 3 (1d6)

>>5649545
"I've weell deal with you quickly!"
>Attack Lazy Goblin
>>
>>5649545
Does the Goblin Warlock have 6 power after being sealed or 3?
>>
>>5649923
I that seems to be how it works, yeah. Still power 6 is high. We should have our bromble with the greatsword try his 1d12+1 against it before we waste other roles and potentially get injured.
>>
>>5649923
It's 3.
>>
Rolled 5 (1d10)

>>5649545
>>5650001
In that case.

Squire doesn't waste a moment as the sages drive back the magic gobbo and leaps forward with a slashing strike of his weapon's axeblade - calling out a shrill (but still definitely knightly) battlecry.

"Yiiiiaaahh!"

>Combat roll attacking the Warlock.
>>
Rolled 4 (1d6)

>>5649545
>Attack Unnamed goblin
Wiggles noticed a goblin all alone and unchallenged and decided to wiggle through the crowd and trick the goblin into charging off the bridge.
>>
>>5650001
What consequence befalls your Boney friend for my clumsy crossing?
>>5649771
Can I help the party, or have I disabled?
>>
We just have two goblins left right? I'm pretty sure some people have yet to roll.
>>
Rolled 6 (1d6)

>>5649545
>Roll (Combat) against Lesser Goblin
>>
One more, and i'm pretty sure not everyone rolled...
>>
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>>5649771
>>5650085
When attempting to cross the sabotaged bridge- Benjamin makes a mighty leap!

BONK

With his skull separated and the rest of his body fallen into the river- rapidly floating downstream- he cannot participate in the combat. Perhaps more importantly- it'll take all day to put him back together.

COMBAT CLOSED
Real update later
>>
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Rolled 3 (1d15)

>>5649555
>>5649659
Charging into battle as fast as their stubby legs can carry them- both dwarves meet the charging foes head on and defeat them before they can inflict any serious damage on any other party members!

>>5649572
>>5649774
With a magical chant; your sages counter the Goblin's magic- weakening him and lessening his aura. His dark enchantment will no longer be able to harm your party members!

>>5649675
>>5649811
>>5649906
>>5650021
>>5650038
>>5650401
>>5649631
The lesser goblins are defeated one by one by your various party members- attacking with bow, hoof, sword, polearm, and hammer. The goblins are too cowardly to mount a formidable defense now- broken- they are forced to run. You take the bridge easily at this point; though their sheer numbers does come with a small advantage on their part- at some point during the fighting, one goblin remained with a serious challenge, and took the opportunity to stab a random party member in the side before being forced away. They won't be coming back.

While you have successfully taken the bridge and defeated the goblins- you now have to deal with the aftermath. Beyond your injury- Benjamin and the human thief were both caught by the sabotaged bridge trap- and fell into the water. Swept away by the current- it took all day to travel downstream and find Benjamin's pieces. There was a worry he would be lost forever- if even one bone kept floating downriver forever until it reached the sea- but it seems he has enough independent control of his bones that once his skull is found- Benjamin helps guide the party members to where the rest of him is. He gather up all his pieces in a big sack; when you got the time you'll put him back together again.

With a lot of daylight burned, you head back towards the wizard's mountain...
>>
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It turns out, Grimbold Chainbraid was the one who got stabbed by the retreating goblins. As a Dwarf, he is only lightly injured. Still, this will cause a little pain until you have time to heal them up. In classic Dwarvish fashion, he doesn't let this slow the party down in the least.

You are now back at the crossroads- and won't make it to the Wizard's mountain by nightfall. You'll have to choose a direction to go, and also spend the night there. The mountain is flanked on both sides by somewhat inhospitable places- and are both known to be dangerous.

The first direction is to the north, which lay the craglands. Rocky badlands which is inhabited by large and powerful beasts as well as several mysterious and harmful monoliths. It is said that this was once a beautiful farmland until the Wizard destroyed it from on high in a fit of range- ensuring nobody will ever be able to live there again. If that is true or not is unknown- but it is known that freak weather events can occur here- a lightning storm or even a terrifying wall of flame- which could incinerate an entire group travelling over it if you happen to get unlucky.

The other way, to the south, is the swamp. The mysterious natural swamp has existed since before the Wizard ever lived here- and despite efforts to drain it or fully explore it- nobody ever has. There is nothing known about what may live there beyond the flies and snakes- but sometimes people who travel through here never come back. The biggest issue is the miasma that covers this place, and the lack of clean water- making just moving through here a bit of a hazard. Plus, you wouldn't want to get lost...

While neither sound appealing; this is the only way to the mountain. Which way will you go?
>Craglands
>Swamp
>>
>>5651538
>Craglands
>>
>>5651538
>Swamp
"Gnomes are no strangers to swamps and bogs! Many of our kin make their homes in such places...we can navigate it without issue!"
>>
>>5651538
>>Craglands
Swamps are nasty and home of Ogres, no thanks.
>>
>>5651538
>Swamp
"We little folk shall fare the swamp better than a rocky badland, I say!"
>>
>>5651538
>Craglands
"Fools! Beware of miasma, the pungent rotting death."
Dwarves are closer to the ground so lightning won't strike us. HEHE.
>>
>>5651538
>Craglands
Squire wouldn't want his favourite chainmail and poleclaw to rust in a nasty swamp.
>>
>>5651538
>Swamp
>>
>>5651538
>Craglands
"Swamp wont do well for us heavier lads, plus Id love to see a wall of flame in person"
>>5651580
>picrel
>>
>>5651538
>Abstain

"The swamps, they stink and the water's bad,
those cloying mists might send you mad;
Whilst hard rocks high might win admires,
Freak weather brings down walls of fires!
So I abstain, with some misgiving...
But this decision? For those still Living."
>>
>>5651538
>Swamp

I’m familiar wit’ nature magicks and de swamp ez a good chance for a wee bit of research on the powerful ancient nature magick inside it. Wee’z goin’ ta need more powerful spells tuh get da crown. Our enemies won’t always be goblin halfwits dat don’t know magick from a stick up dere arse.

If we run into trouble we can send duh boney bastard into duh mist to figure tings out. It’s not like he got a brain to go mad wit’. He’s more likely to trip over his own feckin’ foot again.
>>
>>5651538
>Swamp
>>
>>5651538
"Get yer act together, you hooligans! I'm not getting stabbed for you all again.. at least not for nothing!"

I promise I'm not a brainlet, at least consider the strategy posts please lads.


>Craglands
>>
>>5651538
*Wakes the fuck up*
“Huh?…OH SHIT WHAT I MISS???”
>>
>>5651538
>Craglands

Wiggles looked in both directions. Wiggles liked the swamp. It was full of tasty snacks. But the tall thin ones tended to get sick there and the big horned ones tended to sink and get mud in their fur. If it was all kobolds and redcaps, they could handle the sagacity of the swamp, but as it was the might of the mountain was the simpler answer. Wiggles didn't want to say anything to move the assembly one way or the other, but if they were too evenly matched, Wiggles would start wiggling over towards the craglands.
>>
>>5651538
“The swamp,eh? There was this band of rather ‘ethically lenient’ poachers I used to trade with a while back, nobody ever heard from them after they left for the bog. Wonder if we’ll fair any better?”
>Swamp
>>
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Rolled 12 (1d15)

Your party decides to cross over into the Craglands. The higher side of the mountain with a steeper incline up- and rough and rocky terrain. With no tree cover and harsh winds, sudden drops, and all of the other infamous dangers- this side seems like the harsher bit of terrain to cross over- but at least a known danger is better then an unknown danger!

The Crown Crusaders cross into the rough terrain and find themselves going up and down the various hills and rocky embankments thru the craglands- with sudden depressions or cracks in the ground. There are certainly small caves or hideaways cut into the stone here- but a concerning amount of the rocks look cracked, volcanic in nature, or covered in soot in a blast pattern- as though fire landed from on high. However, because you aren't down in a low valley swamp with miasmic clouds and trees everywhere- you'll be able to at the very least see threats coming!

However, as you cross over a small hill, the sky, which was once simply bright blue and quiet with few clouds, instantly darkens and suddenly...
>>
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Urist McVagush is suddenly struck by a bolt of lightning! The unnatural bolt coming from a tiny dark cloud, seemingly from a clear and calm sky, animated by hate or some other arcane reasoning- ignoring the taller party members to strike at the dual-axe weilding dwarf without any remorse!

Ouch... but luckily he was a dwarf. Only barely singed (and most luckily of all- his beard is still fine! Just a little black on the tips!), Urist is lightly injured.

You try to move along more quickly through this cursed place, the toll for your passage having been payed already in a painful shock.
>>
>>5652855
LMAO, >>5651580 what were you sayin'?
>>
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As the sky darkens and it nearly becomes night- you come up a ridge towards a safe looking area to camp- before finding a nasty surprise. You see it from a distance, so you get to sneak up on it before it can sneak up on you.

It's a Cragbeast. The Brombles in the group instantly recognize it; even from a distance and even in this poor lighting. Large mountainous herbivores- like them- but quadrapeds and without the ability to reason. What they lack in intelligence and socialability they make up for in sheer aggression. Unlike Brombles, who are herd creatures, Cragbeasts tend to live solitary lives- yet can ward off predators and live for a very long time even in this dangerous kind of place. It's no wonder that if any animal lived in this cursed landscape- it would be one of them.

The Cragbeast stomps its hoof as you get close. You can't exactly go around- and you know it's far too territorial to let you simply coexist in your own campsite; it will try to stomp your skulls in while you sleep. Some of the party members relish the chance at eating some hearty meat- though some are disgusted at that prospect. Needless to say, you'll have to fight through this.

Cragbeast- 8 Charge 1, 2, 3, 4

>Roll (Combat)
>>
Rolled 5 (1d10)

>>5652860
Twink can already tell his arrows are not gonna pierce the beast's hide, so with what could maybe be called bravery and should definitely be recognized as foolhardiness, he leads the charge.
>Fight
>>
>>5652860
Scrim Yellowfrand is able to tel he could not so much as pierece the hide of that thing with his dagger.

Seeing this, he elects to become invisible.
>>
>>5652860
If three sages were to grant +1 to Twink's roll, would that trigger the Charge 2 3 and 4, or would that not count?
>>
>>5652929
Those are actions.
>>
>>5652860
I will sing loudly - my skull may be detached from my bones, but do I not still have my ethereal voice?

>"Cragbeast, Cragbeast; don't prove a snag;
Waste your attack on the bones in a bag!"
>>
New Combat Action- Distract
Instead of attacking, you can make a Hazard Roll to distract an enemy's attention. This does not deal damage to the enemy. As long as you succeed the Hazard roll, you are not harmed by charging or duelist enemies.

I guess strategic wound taking isn't as fun for you guys- or people are just busy lol
>>
Rolled 5, 3 = 8 (2d10)

>>5652856
"Mothram akur akam!"
<Curse the fortune of champions!>
KEK, the die smile or spit on Urist with just the right timing.
>>5652860
>COMBAT
"To war! To grand battle!"
Urist rushes in, axes at the ready, not willing to be outdone by an ELF of all things!
>>
Rolled 10 (1d12)

>>5652860
"Eyes up herd, watch out for those stompers, the squishier members should stick back or try to distract"
>Gore the leg
>>
Rolled 5, 6 = 11 (2d6)

>>5652860
>Distract
Doctor Crime scurries up onto a nearby rock behind the beast, slipping out of its sight as it faced the party. he begins screaming and hooting to get the beast’s attention, scraping his dagger on the rocks to make as much noise as possible.

“OVER HERE!”
>>
>>5653088
Can Benjamin attempt a distraction whilst bagged up in pieces, or would he need to be a whole Skeleton for this?
>>
>>5652860
I'm still not sure I understand how this works. If someone, anyone, rolls equal or higher than the enemy does it just die without any negative consequences? Like is rolling low and charge damage not counted as long as it's killed before it can apply? Because that seems to be how the previous encounters have gone.
>>
>>5653426
No. We only suffer no damage if we roll high before the charge turn indicated. Since it has Charge 1, 2, 3, 4, it deals damage on the first four actions if it isn't killed before those points. For example, if it is dealt the killing blow on the third action, it will still do damage from Charge 1 and 2. In the previous encounter with Charge (there was only one), the very first actions were kills against the chargers, so they didn't do damage.
>>
>>5652860
"Ah, well done lads! It's done for!"

(No point in rolling here. Also, to the point of "strategic wound taking" it's a bit hard to make the risk judgement when we have no mechanical knowledge of how to get those wounds back; that's certainly why I wasn't jumping to eat another wound in this combat.)
>>
>>5653111
As the already lightning frazzled dwarf misses his mark, Squire leaps forth having traded his poleclaw for his
>oaken shield
to fend off beast's counterattack.
"Careful, missster Urist. Our ssages can't help if you get all turned around while ssswinging."

(I'm assuming the 3 roll would incur additional damage but idk if my shield will block the charge as well.)
>>
>>5653438
So if three sages boost Twink's 5 to an 8 we just win this encounter and no one gets charged? If so

+1 >>5652863
>>
>>5653466
No, since according to Bananas giving +1 counts as an action. Also we already defeated it.
>>
>>5652860
"Hey ho, a bit too much of a fight for this small fellow!"
>vanish
>>
>>5652860
>>5652863
Wiggles wiggled the fingers, edging the charge of the hornbeast off course to miss the Twink. But Wiggles was small and the beast was large. The Skyhoof had helped, but another sage's aid was needed to protect the Twink from harm.
>>
>>5653458
"Haha, that's it lad!" Urist bellows his gratitude as the Squire performs a heroic intervention!
>>
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>>5652863
Twink charges in, finding himself smashed aside by a rampaging horn! He becomes injured!

>>5653111
Urist attacks- but neither of his blows manage to fell the creature. Because of his low roll- the creature gores him with its horn, heavily wounding him! Before it can finish him off fully though- Squire blocks the beast from stomping the dwarf into the dirt- though it doesn't spare the small kobold from getting knocked to the ground from the force of the impact. Still, he has protected his friend from getting harmed from the charge.

>>5653153
Myron attacks and critically wounds the Cragbeast in its leg- causing it to fall down an embankment- its charging momentum used against it. It has been defeated.

There is a moment of silence over the battlefield as people take stock of what has happened. Some are lucky to be alive- others are surprised such a simple beast could yet be filled with such indomitable strength.

"It's strength... could become our strength."

Skyhoof happens to know a thing or two about Cragbeast horns- a very valuable commodity, given the difficulty of separating one from its owner. There is a touch of magic in the body parts of certain creatures- and Cragbeast horns are their greatest part. He might be able to extract something of value from it...
>>
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While the lot of you spent your first night in the great city by coast, and then the second within the (relative) safety of Gravestone, this is the first night you'll be truly roughing it and exposed.

As all people of this world know- night is the most dangerous. This is when the most aggressive and frightening monsters roam the countryside- and when the ghosts and ghoulies come out to play. As such, you can't simply sleep out in the middle of nowhere unprepared. The good vantage of this high rock, as well as a small fire will help keep the worst of it at bay- but you'll still need to prepare to spend the night here. There is a decent chance you could be attacked in your sleep by another creature- and potentially something much worse then an aggressive Cragbeast.

Rules
Whenever you spend the night, take a long rest, eat a big meal, or other extended periods of downtime in the wilderness or in a dungeon; You have a chance to be attacked. This will cause a random combat encounter. The default chance is 50%, which may be modified based on how dangerous or far from civilization your group is. Each person who takes a watch reduces the chance of you getting attacked by 5%.

In addition, periods of downtime give you an opportunity to heal. Only Sages can heal. Whenever a Sage wants to heal; they must specify an injured party member and attempt to heal them by rolling their class die twice and adding them together. If they get an exact 7, they heal one injury from the injured person. You can only attempt one healing action per downtime. Sages may also use their boost ability to any downtime roll, but doing so consumes their action. Additionally, not all wounds can be healed (such as poison or some magical damage), but these will be specified.

In addition, characters may also choose to rest. Characters who rest receive the best sleep and care, and will increase the successful range done by them one in both directions (meaning a 5, 6, or 7 will heal them). However, they cannot contribute to the party in any other way. Characters who are Cursed are plagued by nightmares, and cannot rest. Any character who does not specify an action in downtime will automatically be assumed to be resting.

Currently Injured Party Members
>Grimbold
>Twink
>Urist (two injuries)

Select your Downtime Action
>Take a Watch (+5%)
>Put Benjamin back together (Sage only- only one is required)
>Look for a shelter in the event of more freak weather (Skill Roll)
>Heal someone (Sage only- Healing Roll)
>Rest
>Investigate the Cragbeast horn (Sky-Hoof only- roll a d6. Optional)
>>
Rolled 1, 5, 2 = 8 (3d6)

>>5653835
>Look for a shelter in the event of more freak weather (Skill Roll)
"You lot are hardly experienced in the art of hiding as our kin! I'll have to find someplace for ye lot to sleep..."
>>
>>5653842
Damn, if a sage gives me a +1 i can find it
>>
>>5653835
>>Rest
Twink takes a break from being mildly useless to be totally useless.
>>
>>5653835
>Take a Watch
"Squire will ssstay vija... vidgalent, er... Squire will keep watch sso the injured can ressst and heal!"
>>
"I think I've had enough of today," Urist grumbles, before collapsing into the dirt and going almost immediately to
>Rest
>>
>>5653835
>Take a Watch

I've had the sleep of the grave too long! You won't catch these Bones napping... though, some help fixing me up would be grand!
>>
Rolled 2, 3 = 5 (2d4)

>>5653835
"Hm, there is much for us mages to do. Had I realized that giving some assistance would help one of our merry band not take a wound, I would've done so. Alas, my age has made my mind notice less."
>Heal Urist
Sorry Twink, was busy and I didn't realize I could've stopped the wound.

>>5653883
"Some gnomish folk magic should do you well, ye unfortunate warrior."

>>5651954
>>5653468
>>5653504
>>5653466
"Ye good wizards, there is healing to be done, skeletons to reassemble, and shelter to find!"
>>5653842
>>5654005
>>5653847
>>
Rolled 6 (1d6)

>>5653835
"Let us hope that it can give more than it took"
>>
>>5654064
>Investigate the Cragbeast horn
>>
>>5653835
"Been a long damn walk, eh?! Time for a rest. Dig some ditches and burn torches, lads, we don't want to have another Cragbeast sneak up on us."

>Rest
>>
>>5653835
>>5654054

Wiggles wiggled the fingers, assisting the Redcap in healing the wounded Dwarf. (boosts the 5 to a 6, which combines with rest to heal).
>>
>>5653835
“Agh! I can’t sleep, too much noise. I’m staying up with my knife tonight, maybe I’ll see one of those stupid crag beasts and kill it on my own. I’ll kill any creature! Oh and Bandits too. Let me at them!”

The schizoid doctor crime passes on any meaningful sleep in favor of wanting to murder

>Take a Watch
>>
>>5653835
>Take a watch
"Take rest herd, I still have too much energy from my kill"
>>
Rolled 5, 5 = 10 (2d6)

>>5653835
>Heal Twink
Does the flower bag only have one use total?
>>
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>>5654064
>>5654065
Sky-Hoof examines the horn closely, smacking it against a rock to test its hardness and strength. It's very strong- his skills he learned from his people and from his birth-herd are still very good, so he knows exactly what to do with this.

The medicinal property of Cragbeasts are well known in the north where the Brombles hail- but in these lands they may be less known. It's no matter- if the horn is not up to his standard then none here will know what a missed opportunity this may mean...

He leaves the thin point of the horn in the fire to soften it up, before with great difficulty snapping it off with his hand and a rock as a pivot. He looks at the stump of the still slightly-bloody piece of the animal and finds exactly seven age-rings inside the horn. All fresh, all of high quality- seven years of strong and valuable life. Sky-Hoof moves quickly now- not out of any fear of it going bad but simply from sheer excitement- adding the horn to a fire with a small mixture of common herbs and melting away the connective tissues within it. It is a well known fact that Brombles are herbivores- and consuming any part of a living thing is very troublesome for them and can make them sick- yet despite this, their people go to great lengths to create this specific potion. Within the horn is the Cragbeast's virility and strength. This elixir is magic- and contains the essence of the creatures strength. Not only is it said to add seven healthy years to the drinker's life span- but more important it grants strength and power to any warrior. Young Brombles who show great promise or earn the right to consume the elixir by slaying the beast themself are given these powerful elixirs to make them more powerful warriors!

Sky-Hoofs special potion will grant one character a permanent+1 to all combat rolls!

Who does Sky-Hoof give the potion to?
>>
>>5654344
"That is eh powerful potion, no doubt...good fortunes indeed to you muscled lot." Scrim says, a bit blue, knowing that the potion, by way of logic and usefulness would most certainly not go to a gnomish rogue like himself.
>>
>>5654347
(Typed the thing wrong my mistake)
>>
>>5654344
Dayum, that's pretty nice. Urist could get more mileage from it with his axes but Myron is the one who earned it.

Also, if Lad's still around go boost Scrim or help poor Benjamin. If not then we are all out of humies since william fucked off and the rogue drowned in the river I guess...
>>
>>5654344
I'll give the potion to Myron since he got the kill
>>
>>5653835
>Put Benjamin back together

Come ‘ere u godforsaken jumble of calcium. I’m goin ta put ya back tuhgethr but in exchange I’m goin tuh dig around yer magick for a wee bit. Ye won’t die, probably. I also expect a thank yee’ song after
>>
>>5654485
"Thank you good ol' Lad, wise and well-knowing,
Thank you for unjumbling my scatter of Bones!
Please scry and examine, for your learning growing;
My mysteries added to your many knowns!"
>>
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Rolled 6 + 4 (1d20 + 4)

Rolling for a random encounter. If you roll an 11 (eleven) or higher, you are safe.

>>5653883
>>5654054
>>5654101
Urist is healed of one injury.

>>5654485
Benjamin is put back together. His boney skull could probably watch well enough even in a pile of bones- but being able to stand up is nice.

>>5654344 (You)
>>5654364
Myron is fed the powerful potion. Because he is a Bromble- the blood-tasting potion made of a living thing disgusts him and nearly makes him gag- no offense to Skyhoof's cooking skills. Instantly, he feels his fingers grip into a fist with newfound iron thews. His arm and leg muscles tense and then relax a few times on their own- almost as if getting used to their newfound strength. Myron's already great strength has been permanently increased- he now adds a flat +1 to all combat rolls.

As for the rest of the party- sleep is more present in their minds then finding a secret hiding place- even in the event of bad weather. They're more concerned about what may be out there in the dead of night...
>>
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In the steel-sky morning- trouble finds them. Benjamin, being sleepless and quite alert as the dead go, is the one to notice first. He raises the alarm with a clatter of his bones- as much from his shaking as from intentionally playing himself like a Xylophone to raise the alarm.

It appears a small group of rock trolls has stumbled upon the party! These are physically tough creatures- big and quite fearsome, but incapable of intelligent tactics and only able to use primitive weapons. They do not wear clothes- instead throwing rocks at each other until some stick and make their own natural protection.

Rules
Units with the Armor modifier take extra damage to take down. You must roll equal to their power level plus their armor to defeat them- however, this does not influence their power level. Certain attacks, weapons, or magic can bypass armor.

While trolls are quite tough- they're slow and hideously stupid. Sages can distract Dumb enemies by showing them a little magic- just a few sparks- to confuse and dazzle the brutes. They can do this with a magic trick- roll a Magic Roll equal to or under the creature's power.

Troll Clubber- 7 Armor 3, Dumb
Troll Rock-Thrower- 6 Armor 3 Charge 5, Dumb
Troll Runt- 4 Armor 2, Dumb

>Roll (Combat)
>Roll (Magic)
>>
Rolled 8, 1 = 9 (2d10)

>>5654632
>Combat
>Troll Rock-Thrower
Urist dislikes rock trolls for their rugged features. (Ba-bum tish.)
>>
>>5654647
"Urist is upon you! Live by the axe! Die by the axe!"
While effective, these fucking double axe rolls are gonna be the end of poor Urist, man. Ha!
>>
>>5654647
>+1, 8->9
We’ll probably need someone to dazzle the Clubber

Starting to think the axes are just a bad item

>>5654632
Bananas, does the flower bag only have one use total?
>>
Rolled 6 (1d6)

>>5654632
>Dumb
>>Troll Clubber

Why are our enemies always deze halfwits. I want a real battle of magicks and wit.
>>
>>5654653
>Bananas, does the flower bag only have one use total?
Yes. It acts as an instant heal for any injury- including ones that cannot be healed via normal means.
>>
>>5654632
Well, damn, with the Rock Thrower dead, there's literally nothing i can do. The weakest enemy is already beyond my range. Sucks to e an gnome, i guess.
>>
>>5654667
Can't you bump off the runt with your d7 or is your die smaller?
>>
>>5654667
You wouldn’t be able to do anything to the rock thrower anyways, and if you roll max you can kill the grunt. But might not be worth attempting.
>>
>>5654674
It's an d6.
>>5654677
>You wouldn’t be able to do anything to the rock thrower anyways,
I was talking about distracting.
>>
>>5654679
Which you can’t do because you’re a rogue, not a sage, and distracting is a roll under so if you were a sage you could still try to distract the grunt
>>
>>5654677
>>5654687
>grunt
runt
>>
>>5654667
>>5654667
At least you can get more then an automatic three on your dice, a 6 or 7 on a D7 would still get the Runt! There's nothing this Bony lad can do really do either...

>>5654632

>Keep Playing my Bones
>Like those Xylophones
>Distract these Trolls
>With my Musical Tones!
>>
Rolled 1 (1d4)

>>5654632
>Magic, distract the Runt
>>
>>5654695
Idk where you guys are getting the idea he rolls a d7 >>5645307
>>
>>5654687
>Which you can’t do because you’re a rogue, not a sage
No, you can distract charging enemies, forgot?
>>
ANYONE CAN DO A NORMAL DISTRACTION!

>>5653088

I forgot to mention it in the prompt. My mistake. The idea behind "Dumb" enemies is the Sages in the party can do magic tricks or make sparks appear and the trolls get surprised without even being taunted; safer then a Hazard roll which you can get damaged if you fail.
>>
>>5654702
Ah, yes. Funny how fighters are better at that than sages unless they are a dumb enemy and their power if 6 or higher. Still could get that runt with a d6 though.
>>
>>5654708
That seems really unlikely, but i guess it's better than not doing anything.
>>
Rolled 3 (1d6)

>>5654710
Forgot the dice.
>>
>>5654711
Yeah, didn't think so.
>>
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>>5654708
>Ah, yes. Funny how fighters are better at that than sages unless they are a dumb enemy and their power if 6 or higher.
>>
>>5654710
It is unlikely, though perhaps not better than nothing unless no one else rolls to kill it because you’re more likely to get injured than kill it
>>
>>5654713
Fighters have a d10 die, Sages a d6. To beat a hazard roll you need to not roll max value. You are more likely to not roll max value on a larger die. The exception is when they are a dumb enemy with power greater than or equal to 6 because then Sages win the roll every time. Though with your clarifying post you can extend it to dumb enemies in general unless the magic distraction also incurs injuries on max roll.
>>
Rolled 5 + 3 (1d6 + 3)

>>5654695
>>5654706
I guess I'd better roll for my distraction hazard roll now that it's declared, then. Even though I think both Trolls are already distracted with:

>>5654654
and
>>5654698

So a chance of getting injured without the possibility of adding further useful effects. Hey-ho!
>>
>>5654701
Ffffffffffuuuuuuu, thought the gnome rogue had a d8, then subtracted "one die" for d7. Sorry, it's my mistake.
>>
Rolled 2 + 1 (1d12 + 1)

>>5654632
>Myron attacks whoevers the closest enemy because Myrons player smoked so he cant really tell whose dead or not atm
Loving the game and my character so far bananas
>>
>>5654812
Fitting I am punished by the dice for my transgressions
>>
Rolled 6 (1d10)

>>5654632
>Targeting the Troll Clubber

"For the honor of mine clan, KILL THE TROLL!"
>>
>>5654632
>>5654647
>+1 to Urist's rolls, to avoid a wound and kill the troll.

Wiggles wiggled the fingers to help steady the ax-nado and allow it to dismember the troll without suffering pain.
>>
>>5654879
If a sage can bump this by one it will beat the clubber.

Also what does succeeding with magic do if successful? Defeat them?
>>
>>5654991
The Clubber requires a 10 to kill, see armor rules

>>5654935
I already gave Urist +1, he has enough to kill the rock thrower
>>
Rolled 4 (1d10)

>>5654632
>>Roll (Combat)
>Troll Clubber
If I roll under four Twink is about to go the way of Leeroy. Also, different IP I know.
>>
>>5654994
>The Clubber requires a 10 to kill,
Idk this seems like the goblin mage again. He was Power 6 Sorcery 3 and dropped to power 3 when his sorcery was sealed.
Is it not the same here? Power 7 armor 3 meaning we need a 7 to beat it but technically it only hurts us if we roll less than half it's power minus the armour? (7-3)/2=2
>>
>>5654994
Does the +1 apply to both dice to prevent the injury?
>>
>>5655104
With the goblin mage it was said that if we seal his magic his effective power would go down. The same is not true here. If you read the armor rules, it says "you must roll equal to their power level plus their armor to defeat them". The Clubber's power is 7, his armor is 3, so you need to get 7+3, or 10, to defeat him. Yes he only hurts you if you roll under half of 7 (his power), but you still need to beat the combined value to defeat him.
>>
>>5655108
I don't know, I would assume not based on the original wording
>>
Rolled 8 (1d10)

>>5654632
>Combat Troll Clubber
Squire knows not if the clubber's armor has protected it's vitals from the savage attacks of his friends, but he spins his poleclaw to crack it's armor with the hammer end.
>>
Looks like only 9 people have rolled/are doing an action- I hope we aren't losing people too quickly from dice fatigue!
>>
>>5655432
+1
>>
>>5654935
If you switch your +1 to Squire, it would kill the Clubber
>>
As much as the evil DM in me is relishing your failures- dont forget to use your protection abilities like your shield or Bromble passive!
>>
>>5654647
Squire will continue to be Urist's shield bearer and cover his wild swings.
>>5654935
Wiggles (or any other sage) if you'd like to support Squire's attack we can get this wrapped up.

>>5655480
Tbh, Its kind of unclear what's going on and who has yet to roll, what magic does to dumb enemies on a success (does it defeat them or distract/seal them?)
>>
>>5655486
>Sages can distract Dumb enemies by showing them a little magic-

>>5655480
Well, “protection”, more like transferring injuries.
>>
>>5655497
Well in that case I think the runt has only been distracted so far and needs a chopping still.
>>
>>5655456
>>5655432
>>5654935
>>5654632
>Assist the Squire.
Hope that some sage steps in to prevent the wound.
>>
>>5655733
That's what Squire's shield was for. It's becoming a routine at this point.
>>
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>>5654647
>>5655486
Urist attacks! He manages to defeat the Rock-Thrower before it can charge with his double axes and with a bit of help from magic- but his combat style is sloppy and a bit dangerous. Thankfully, he is protected by a thrown rock by Squire's shield!

>>5654812
Myron attempts to enter combat- but is hurt! His newfound strength made him underestimate the opposition.

>>5654879
Grimbold attacks the clubber- but finds his attack ineffectual. His natural rock armor is too thick. His hammer finds better purchase in the back of the runt instead.

>>5655432
With a mighty hew- Squire finally fells the dangerous clubber with a combination of his great axe, far too big for him, and the help with a bit of magic. As he turns his poleaxe around to make the blow- he learns a bit more about himself.

Picking up the pieces- the battle was almost a disaster. Your group decides to regroup and discuss strategy, as things aren't going to get any easier from here on out...
>>
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The mountain looms over you. The group decides to recap everything they have learned so far, and make sure they are ready for what lay ahead. It seems this may be a turning point- the mountain will not be so kind to you as goblins and lesser trolls in pulling its punches...

In Combat, your class die is rolled and must meet or exceed the power of an enemy to defeat them. This may be influenced by certain statuses, such as Armor which makes them harder to defeat by that number, and Sorcery, which increases their power by that amount unless their magic is sealed. Certain enemies may Charge, which means that that enemy will deal damage to the party member who acts on that turn's number. So an enemy with a Charge of 3 will hit the third person to act. You can stop the Charge by defeating the enemy before it can charge, or by Distracting the enemy on that turn. If you decide to Distract that enemy, on that post-turn only, you can avoid taking the damage by making a Hazard roll- however a Dumb enemy can be distracted by a Magic roll- easier for Sages. There is no reason to distract an enemy for any reason unless they are acting on that turn.

If your combat roll is under half of the strongest enemy's power level (rounding down), then you will take an injury. This only matters for the number on the die, not the modifier.

A Hazard roll requires you to roll your class die and avoid rolling the highest possible number. Rogues get to roll an extra die- and only fail if all their dice max out. Some Hazard rolls may add a modifier to a roll, making it easier to fail.

A Skill roll requires you to roll your class die twice; with success being on a pair. Rogues get to roll an extra die and if any two match, it is considered a pair.

When doing Magic, you must roll your class die and roll underneath the Chorus of the spell. New name for difficulty Each Seal is a success required to succeed. If you roll over the Chorus, you become Cursed. If a Sage rolls a 1, the Chorus is increased for all future magic rolls weaving that spell. Finally, anyone can make a Prayer, which protects the next person beneath them from getting cursed, even on a failed roll. If they succeed, the Prayer will “chain” to the next person.

Finally, whenever any roll is called unless otherwise stated, a Sage may use their magic to increase a single die by one pip or +1. This cannot make the die exceed its maximum possible value.

Dice Ladder & Sizes
d4 – d6 – d8 – d10 – d12
>>
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Finally, you've reached the foot of the mountain. Somewhere near the top lay the wizard Arabamnon's demesne. It's too steep to climb directly, but a large opening in its base guides you towards it- the waiting maw to swallow you into the earth.

You'll need to explore this dungeon and find your way forward.

Large cobwebs on the wall hint that this place may be inhabited with nasty creatures, but the stonework also hints at careful construction and potential dangers. Finally- ruinic writing on the wall signs at ancient mysteries and lore.

Who do you want to send in first?
>Fighters (You will have a Combat Encounter)
>Rogues (You will Skill & Hazard Encounter)
>Sages (You will have a Magic Encounter)
>>
>>5655840
"We of the skilled persuasion can ensure the lack of traps."
>Rogues (You will Skill & Hazard Encounter)
>>
>>5655840
>>Sages (You will have a Magic Encounter)
They had pretty good luck so far.
>>
>>5655840
>>Sages
We've had a few combat encounters in a row so let's let the sages shine.
>>
>>5655840
>Sages
Urist feels terrible by just thinking about curses.
>>5655486
>>5655835
>>5655837
"You've got a good grip on both your axe and your shield, lad," Urist says to Squire, patting him on the back. "You've saved my life twice now and I am twice in your debt. Many thanks."
>>
>>5655840
>Sages (You will have a Magic Encounter)
"May our magicks light the way!"
>>
>>5655840
>Sages
They’re a lucky bunch
>>
>>5655840
>Sages

"The learned will lead through the halls of the mountain,
Guiding us all on our 'venturous way;
Through mystical access to magic's raw fountain,
Might they guide us all safe 'till the end of the day."


"...But... these Bones don't belong to a sagacious wise man,
these Bones don't belong to some warrior, grown;
these Bones aren't some stealth-rogue's, so what is the grad plan?
Is Benjamin out in some class of his own?"
>>
>>5656065
"Clearly, the class accord for a singing corpse, is the Bard."
>>
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As the Crown-Crusaders enters the mountain- a small group of individuals, unsure of themselves, mill about in the pecking order before it is decided who is going to lead the way- though the curiosity of the Sages seems to be winning.

These three individuals feel restless and aimless.They are all a core part of this group- but feel as though they're lacking initiative to do things and contribute to the group. They've all been very quiet for a while now. It's time for them to find their courage.

First is Bluemane. He is a very big, strong, and mighty Bromble Fighter. He carries a Greatsword, which gives his combat rolls a +1.

Second is William. A brave human fighter. It takes bravery to stand up to monsters- but perhaps it takes even more bravery to wear something that once belonged to goblins. Strange- nobody seems to remember what he looks like underneath! He has a Helmet, giving him protection from ambush attacks.

Third and final is the mysterious Talon. This Human Rogue had not even shared his name with the party until last night's camp. His swift feet and quick hands would be a valuable asset to the party again- though you may not want to leave him unattended around any valuables. Talon has a Bow, which lets him "Pick Off" instead of fight any enemy in combat with a power of three or less- enhanced slightly due to his Roguish skills.

These three characters are now available for new players to take over. If you want to claim one, post your claim with your new name to cement your ID. If you have a special trip you'd like to use, you're welcome to. Please make a best effort to come and post at least once a day- else we may have to pass on your character to someone new. Taking on a character is still totally optional. The game will continue with a new update in about 12 hours from now regardless if all or any of these characters are claimed.

>Claim a Character?
>>
>>5655840
>Sages (You will have a Magic Encounter)

"Now, I won't say there's been TOO much fightan', persay, but a dwarf needs to rest every once in awhile. Go do some higgily-piggily-handwavy while I pull out me pipe."
>>
>>5655840
>Sages (You will have a Magic Encounter)
>>
>>5655840
>Rogues (You will Skill & Hazard Encounter)
It looks like sages are going to win but I can still dream of fun Indiana Jones rogue shenanigans
>>
>>5656195
>Claiming William
William shudders. He was a fool for getting sick or whatever was wrong, and not telling the others. Not cleaning out the armor better...Hmm Also getting lost a few times, or behind everyone else, or hallucinating and attacking a wall or a tree.

His fever or what not is broken now, and he thinks he slept a bit. Per chance he can fight now?
>>
>>5655840
>Abstain
Wiggles saw the group pushing the sages into the cave first. Unusual. The smooth striders often went first, to scout. Then the steelskins went next, to take the blows. Usually the intelligencia came last, where it was safe, maybe with a bodyguard in case of ambush. Must be some magical trap if they wanted to send Wiggles in first. So Wiggles took up the stone and the stick and scribed some appropriate wiggles into it before joining the group of thing knowers entering the cave.
>>
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As you go deeper- the cavernous mountain begins to go flat. Beyond the dripping caverns, a curious mix of worked stone and natural erosion over the lifespan of no living creature, rises a stone tiled floor and carvings in the wall. The Sages naturally go first- not only hungry for the knowledge offered by the stones beneath a wizard's home, but also because of the unusual smell in the air. Something between ozone and decay.

Soon enough- an eagle-eyed party member speaks up.

“Look there- a light! Are we nearing the end?”

Despite how far they had traveled up- everyone knew that they were nowhere near the peak. Everyone could tell that the light ahead was not the sun or a star or even a torch in the gloom ahead. There was something more sinister about that light- the way it faded back and forth like a heartbeat.

The Sages stepped ahead- their staves and magic ready. Then, it came closer.
>>
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“I drank the water...”

“My face is drooping. Can you help me?”

“My face is still fine, right? Am I still beautiful?”

“Please... help me.”

Rules
Any spirit with the Torment status also injuries anyone that they curse.

Spirit of a Woman Torment
Chorus- 2
Seals- 5

Left Spirit
Chorus- 3
Seals- 2

Right Spirit
Chorus- 3
Seals- 2
>>
>>5656863
"Careful with those lost souls, wise old men..."
>Desperate Prayer
>>
Rolled 1 (1d6)

>>5656863
Scrim Yellowfrand begins to work his gnomish magic against the Left Spirit
>>
>>5656878
Forgot the seal, but nice
>>
Rolled 5 (1d6)

>>5656863
>Spirit of a Woman
You do not belong here. Begone, pass on to the other side.
>>
Rolled 2 (1d4)

>>5656863
>Gideon attempts to seal the Spirit of the Woman with an old magical gnomish chant
>>
>~12 players
>9 successes needed
oof, looks like some more damage
>>
>>5656904
I have the Gravestone Trunk so thanks to >>5656898 I could use all its charges to seal the Spirit of a Woman right now
>>
>>5656917
Well you should do it before the compulsive hoarding hits you.
>>
>>5656863
I use all four charges of the Gravestone Trunk to seal the Spirit of a Woman
>>
>>5656878
>Left Spirit
With Scrim's good start, let's add my auto-three and get this one put to peace.

"Hello dead friend, why your howls and moaning?
Why does your spirit still rambles and rave?
Calm down, listen well, and cease all your roaming;
Return once more to the peace of the grave."
>>
>>5656863
Looks like only the right spirit remains. Squire mumbles a fervent
>prayer
for his friends' success.
>>
>>5656863
>Seal
>>Right Spirit

Ur face looks like a bromble chewed it roight off. It’s nasty piece of work ‘dere. I’ve fecked a few plump gnome at the tavern off shrooms in my day but even they weren’t as homely.

Your definitely better off dead den alive wit dat thing. Ur even makin’ ur buddies on ur left and right cry. Lemme help u rest in peace.
>>
Rolled 5 (1d6)

>>5657241
>>
Rolled 2 (1d6)

>>5656863
>Seal Right Spirit
Wiggles wiggled the fingers at the right spirit, realigning it to be at peace with the mistake that it made of drinking the water.
>>
>>5656863
>Desperate Prayer

"Go, lads, go, you can do it!"
>>
Rolled 2 (1d16)

>>
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Sky-Hoof uses the Gravestone Trunk on the spirit of a woman. The powerful, tormented spirit is drawn to the fresh gravesoil like an arrow is drawn to the earth. She moans as she is pulled within the dark box, going to her final rest, and the lid is snapped closed.

However, the spiritual warfare of the party was unsuccessful. In failing to exorcise the Right Spirit, the spirit lashed out before it demanifested and disappeared. As if a punishment for his good deed- Skyhoof feels the cold chill of the grave as he becomes Cursed! At some point in the future, one of his rolls or actions may fail.

Though with the greater spirit banished and sealed within a wooden box- Skyhoof binds it in strong chords. "...Must make sure it isn't opened before it can be buried..." He says with a shiver, feeling the eyes of the dead on him now. That is the true tragedy of the dead- they lash out at those only trying to help them.

Ahead of the Crown Crusaders seem to be the basement of the Wizard. Carved into the bottom of this mountain, a small maze of corridors, chambers, and hidden places covered in a layer of dust and quiet. While it seems barren, and their only goal seems to be the way up- the kobolds in the party, namely Squire and Wiggles, smell something pretty good.

"sniff- Gold? No- Silver."
"Electrum, maybe?"
"Good stuff!"

The two kobolds can follow their noses to find some hidden treasure!

Rules
Skill rolls are now being split into easy and hard. Skill rolls still require rolling your class die twice and getting a pair to succeed. Hard skill rolls require an exact pair, Easy skill rolls require it be one away (roll 3 and 4, that's an easy skill roll success). Sages may still use their abilities to help with either roll type.

>Roll a Hard Skill Roll (Kobold only) to find treasure
>>
Rolled 4, 1 = 5 (2d10)

>>5657839
"Squire isss a little out of practisss at this but there might be sssomething that way?"
Squire sniffs the air eagerly.
>>
(Bite sized update today because I ran out of time. In the meantime- let me know how you feel about the game? We're probably about halfway done with the thread's lifespan at this point, so it seems like a good time.)
>>
>>5657852
It's been fun.

A bit disappointed that I haven't gotten to do much stuff, I suppose, though I suppose that's on me for picking the second weakest combination in an RPG. I kinda thought the gnome invisibility could be used for sneaky stuff Instead of just....skipping a turn.
>>
>>5657852
I like the simple low number system and the focus on coordination even if people dont get it sometimes. Kinda wish I'd chosen Rogue tho.
>>
>>5657852
I think it has a lot of interesting mechanics, and I appreciate the recent change to skill rolls (they were way too hard originally). It does feel a bit reliant on raw rng though. I get that rng is a big part of rpg's and similar games, but in my opinion, having the overall majority of player input being whether to use a very limited item (if they have one at all) or pick a target to "attack", is too little. It leads me to question why players have their own characters at all instead of going with just a blob of things/people like you did with the recent monke quest combat. If I were to improve this, I would increase the amount of potential decisions / choices any given player can make to impact encounters besides "I choose to attack", "I choose to use my one-time-use item", and "I choose to take generic defensive action". Maybe give items out more liberally and have them have multiple / many uses, or perhaps items that have drawbacks (besides the axes, I think those go too far and actually make them bad overall). Maybe give classes / races skills or skill trees or something. Maybe allow write-ins to give some sort of advantage. Maybe take a page from older monke combats where you can choose different approaches to encounters, and depending on what you choose the battle turns out differently / better / worse. Some of these might not mesh with the intended design, but I'm just brainstorming ideas and getting my point across, that I would personally appreciate more agency in the outcome of encounters.

I think you've made a really interesting balance system that works surprisingly well. I like how every class gets a chance to shine in some way at some time. There are a lot of novel mechanics that I've never seen much quite like here.
>>
Rolled 6, 6 = 12 (2d6)

>>5657839
Wiggles searched for the shiny metal bits.
>>
>>5657919
Wiggles MVP.
Kobolds represent.
>>
>>5657844
I will burn my curse by trying to +1 Squire >>5657844
"This cave is dangerously out of balance let us hope that you can find something other than misery young Kobold"
>>
>>5658095
I don't think you can choose when the curse afflicts you? Though perhaps you might be able to lift it when we next rest if it hasn't gone off by then.

>>5657852
Not certain yet, but then I came in late, got a character with non-standard abilities and couldn't participate in the Goblin fight. For a Skeleton who used to be known for his dancing (>>5646700
), I think perhaps Benjamin got a bit too clumsy when transformed into a PC...
>>
>>5658126
you could be right the curse explanation just says at you automatically fail one roll later so I thought of it like a token I just have now and need to use to get rid of
>>
>>5656195
Is Talon still up to claim?
>>
Someone should pick up Bluemane. He's the hardest hitting warrior we've got with his d12+1 but has been unfortunately absent.
>>
>>5657852
I'm having a good time. The combat has been especially interesting, though part of me wishes we could interact with npcs more.
Honestly this is one of my favorite quests currently, and I'll definitely try to participate (and actually pay attention more) once I get the time to properly do so.
>>
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>>5657868
>>
>>5658260
>with no downside
Other than getting killed by a stiff breeze, that is.
>>
>>5658301
And i'd point out how this 'comparison' is just a dumb lie, but that'd just make you go
>muh stop being a crybaby

Because how dare i think there's balancing issues on your utterly flawless and perfect game, i guess.
>>
>>5658260
Well, no Bromble has taken an injury for others as of now so...
>>5658301
Gnomes can take two injuries, same as everyone besides dwarves, pretty fair all things considered
>>5658327
ok yeah you a bitch
>>
>>5658354
>Gnomes can take two injuries
They are weakest in literally everything that can result in an injury. Combat is obvious, and Gnomes are also the worst out of everyone else at hazard rolls. Gnome sages being the worst stat, with gnome rogues being the worst out of everyone that isn't a sage.
>>
>>5658359
You know that sages need to roll as low as possible, thus Gnomes being the best at it?
Also, low dice gives more chances for pairs, thus better skill check for gnome rogues?
Want me to break the math down to you?
>>
>>5658359
Gnome Sage, true, but theres a singular one from
over ten players so he'd have to be pretty unlucky to get killed that way. Gnome Rogues have to roll a 12 which is better odds than mine and you don't see me crying about it
>>
>>5658363
Magic is the one thing gnomes are good at, yes. And 'skill checks', as shown by this thread, have an overwhelming major chance to end up lost. The 'math' is about as meaningful as those 99% chance to hit on an xcom game.

>>5658364
> Gnome Rogues have to roll a 12 which is better odds than mine and you don't see me crying about it
Again, only better than an sage. That's two sixes they have to roll, that's only 0.06 less likely than a bromble is to hit a 12
>>
>>5658368
Also, also, funnily enough, a gnome rogue is just as good as an gnome sage to have a pair.
>>
>>5658368
skill checks have no punish for failing, everyone can do them and if they succeed we all benefit, where is the issue
>Again, only better than an sage
and every fucking body besides two or three other party members
>>
>>5658376
>where is the issue
It's not an beeg advantage like you said it is
>and every fucking body besides two or three other party members
Lol, no?

The smaller the dice, the bigger the chance to hit the biggest. Even with two dice, a 6 is still much more highly likely to be hit.
>>
Banana thread and meltdowns. Name a better pair.
>>
>>5658388
Calmly stating my point is a meltdown now? I'm not the one calling people crybaby bitches.
>>
Gibs noms???
>>
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Following his nose- the small kobold named Wiggles has managed to locate the source of the enticing “smell” that drew the kobold party members forward. Despite this place being an ancient, dusty tomb in the heart of a mountain- the kobolds can smell and breathe freely here. They are part dragon after all- despite how small that part may be.

Because of their ability to smell gold and silver, kobold are known to be quite able to locate valuables. This has given them a knack for thieving, but also for grave-robbing and plundering from ancient tombs. While never as rich as an industrious dwarf- Kobolds are still quite good at what they do. In an ancient cask near the back of an old room filled with other knick-knacks and distracting things- Wiggles leads the party to an old box. Faded with time, the leaf and tree decorations and greenery instantly alert everyone this is an elvish thing. Perhaps a gift for the old Wizard, discarded and placed down here for storage? Was it hidden here by an elf in the hopes of guarding their treasure, before they forgot about it in their endless years?

Opening the container it becomes obvious how even the small Kobold could find it from so far away. Within the container are two items- the first is a white quiver with arrows, made of some kind of fur, and the other is a scroll made of a shiny material. The kobold goes for the scroll first, of course, and Wiggles unfurls it to find a Spell Scroll! Not only that, but the scroll itself is made of electrum, or pale gold, making it shimmer.

As for the quiver- the elf fighter named Twink instantly deduces what it is and its significance, and snatches it up before anyone else does. This is no ordinary elf quiver. Made of white lion fur and arrows topped with white swan feathers- this is a quiver of Magic Arrows.

Rules
The Magic Arrows increase the “Shoot” power of Twink's bow by +2, meaning he can now “Pick Off” an enemy of 5 power or less without having to make a combat roll. In addition, these arrows are magic and can strike at, but not injure, ghostly apparitions and spirits. Using them, Twink can Pin a ghost with an arrow, causing the next magic roll against it to be easier- rolling as though the Chorus against that spirit is 2 higher.

The Spell Scroll now belongs to Wiggles. It is a powerful artifact that contains written on it magic incantations that can cast spells. Wiggles can decide to cast a spell whenever a roll is called and make a magic roll. The number Wiggles rolls becomes the number of seals required by friendly party members to complete the spell. If the magic roll is a 1, then Wiggles can finish casting the spell by themselves and it is cast automatically.

While Wiggles isn't exactly sure what kind of spells they can cast yet- the small kobold knows this artifact will be of great use in their travels.
>>
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The party travels deeper into the mountain and finds the path leading forward intriguing. While it seems obvious that the old Wizard you seek would live somewhere in the heart of this mountain, or perhaps near the peak, the floor has not been built with an upwards slant. The Dwarves in the party are sure of it- you are not gaining any altitude yet. The mystery of how to climb upwards is finally revealed at the end of this dungeon's chambers...

This part of the mountain seems more habited, a little less dusty. Almost lived in. Small sconces on the wall are illuminating the chamber with very pale, magical green light. There is a staircase ahead. It seems to be the only way up. Sensing a trap and being quite used to navigating architecture in the darkness like this- Talon volunteers to go up the staircase first and see where it goes.

>>5658156

The skilled thief has infiltrated castles before in the dead of night- though he keeps his background a bit of a mystery. It is obvious that he has this experience. As you creep up the staircase, with a careful foot and hand to sense for hidden pressure plates or false steps, you see the light from your party's torches fade in the distance. The staircase is spiraling upwards- you make three, four, five rotations and notice no landings or doorways- as though this is just a straight staircase up to the top of the mountain. It's very quiet now, and you are all alone.

Sensing no actual danger, other then the claustrophobia of being in this tiny staircase while the mountain is crushing in all around you, you turn around and take a few steps... to instantly turn the corner back to the party and the light in the chamber. That'd odd. You know you went up at least a hundred steps, and yet only a few dozen had you back with the party.

Talon tells the party of his experience with the unusual staircase. There is obviously an enchantment on it. Someone in the party suggests it could be an Endless Stairs, designed to keep out intruders by making them scale the same set of stairs over and over until they give up- but always letting them leave back the way they came. It is quite strong magic- and seems likely to be something the ornery old Wizard would use to defend his home.

But how are you all going to get past it?
>Write In
>>
>>5658887
can I try to examine the stairs to look for magics and get a better understanding of what's happening and how to disspell it
>>
>>5658887
"Wizardsss like their non-ucl... er, non-euclidy...
Widardss like to make ssspace all fucky-wucky."
Squire sniffs at the highly suspect staircase.
"Dwarvesss know when they're actually going up or down. Maybe they ssshould sscout and see when it beginss to loop?"
>>
>>5658883
Oh fucking neato, Wiggles you beautiful lizard
>>5658887
I'm guessing a BLJ is a bit outside our capabilities.
What if... we all make a conga line and go up? If the enchantment starts like twelve steps in, would half of us just stay standing outside the stairway while the others walk in place? That'd be trippy.
>>
>>5658887
>>5658906
Urist finds his voice after some time (having been thinking too hard about engravings) and grumbles, "I'll go up there, lad. One of you cowmen will follow to where I say it loops... and toss me up." Urist scratches his beard thoughtfully. "And do we have a strong rope handy? We can pull each other up as we get up there, you see."
>>
>>5658923
>>
>>5658887
>Wiggle Backwards up Stairs

Wiggles remembered the old Bard's tales and decided to try going backwards up the stairs. Sometimes that worked with Endless Stairs.

The others were assuming a loop-stair. Possible. Find the seam and tear it like tasty dragonfly wings.

Some wizards used keywords or key phrases or literal keys. There were no riddles here though. No clues to a password. Old forgetfuls were wizards, arrogant in their intelligence, so wiggles thought this solution unlikely, at least for a verbal pass.

So Wiggles wiggled up the stairs backwards. Solving for infinity using a series spike was too much effort for a first try, and mentally mapping out a mobius stair to find the correct location for a planar translation was unnecessary. If there were a seam, the others would find it with their rope tricks and teamwork. Wiggles would just wiggle backwards through life the old fashioned way.

At least there were no recursive temporal fields. Those made Wiggles hungry.
>>
Wiggles idly wondered if the Benja Man would eat the Ignis Fatuus. It seemed like a bone-man thing to do, and if there was no seam or key, then the illusion might be sustained by the magic lights. Or maybe Wiggles just had a food fixation.
>>
Rolled 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 = 12 (12d1)

>>5658947
"I like your plan dwarf"
>>5658887
>Myron throws Urist as far up the staircase as he can
"This should be a piece of cake after I drank that tincture"
>>
Rolled 7 + 1 (1d12 + 1)

>>5659079
WHOOPS MISTYPE IM SORRY YALL
>>
Not really something you need to roll for but ok lol
>>
>>5658887
"Hey, you little guys! Perhaps one of you could climb inside my ribcage? Whilst I walk up, you can cling on inside and be looking back around my spine to see if you see when the magic happens?"

>Ask the Gnomes if one of them wants a backwards-facing ribcage ride.
>>
>>5658887
... Don't ask me how I know this, but a nimble individu can usually trick the staircase spell by jumping up the steps while looking forward

https://www.youtube.com/watch?v=jD0558UFZQ8
>>
>>5658887
>Mark the beginning step to find out which steps teleport you.

Listen 'ere the whole staircase probably isn't enchanted, it's inefficient and takes up a whole lot of magick power. I'm guessing one or two of duh steps has a teleportation spell chanted on it or there's a sequence of steps we need to do, we just need to figure out which ones we can step on. I don't think we really need to throw people we can just skip the certain steps after identifying them.

The problem is identifying the steps, I'm guessing knowing that old fecker it's goin' to be harder den just keeping an eye out for when a friend gets teleported.

I say we mark the beginning step wit' marker magick or a magick marker and when we loop around it then we'll know which step looped. Then we skip that step, repeat, and then we'll eventually find the sequence of steps needed
>>
>>5658923
"Aye, and I'll bring up the rear, so we know when everyone's through, eh?"

+1
>>
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After much investigating of the mysterious endless staircase, the party eventually figures out the trigger mechanism. With some clever tailing with rope- they figure out that the stairs indeed loop you back around when you step on a particular trigger step. The stairs are rough and large- so even tall beings like the Brombles would have great trouble getting over that one particular step. However, the magic doesn't really like teleporting people when its being watched- especially not when other people are touching you and potentially breaking the connection. By tossing up a particular dwarf and pulling people up, you manage to overcome it. Lot of trouble for security- but then again if you can float on command like a mighty wizard like Arabamnon could, it would be trivial.

The Crown Crusaders make their way past the trick step- and begin to ascend the staircase. However, it still feels pretty endless. As you climb and climb, going around in circles over and over, everyone starts to sweat and become tired- winded from the long hike up this staircase. While there is worry everyone is trapped on an endless staircase again- Lad's markings make it clear they are all making progress.

This staircase is still unnaturally long though. It becomes clear from just how long it is taking that you are indeed, literally, climbing this mountain from inside. There are no landings or chambers, not even resting places- just an endless spiral magically tunneled through the core of this mountain towards the top. After hundreds upon hundreds of steps- everyone except the Brombles are exhausted!

Rules
While Exhausted, you must add +2 to your next Hazard roll. This effect persist until you can make camp or sleep. Brombles, who can walk a few weeks after they are born and spend all day trodding the highlands have no issue climbing these steps and are not tired at all.
>>
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When you finally make it to the top of the staircase- you are greeted by a grand door.

The Grand Entrance to the Wizard's abode is carved into the mountain itself; with huge emerald gems carved and pressed into the rock. The Dwarves of the party gawk in amazement at the size and quality of these cuts. The only place in the world close to this level of opulence and majesty would be the great dwarven mountain halls... and not by much.

This foyer is quite big- and seems perfect for admitting a large group of guests. But... did the Wizard really expect people to climb that staircase just to get up here, one at a time, with no horses or other animals? It's all very strange- seems to be exactly something a Wizard would do. Thankfully, there is a nearby fountain of fresh mineral water nearby to sate your thirsty tongues. If you drink from the fountain, much needed from the long climb. If you drink, you will be cured of the Exhausted status effect.

While the Wizard seems to have a great entrance hall- he doesn't seem to want guests. The party notices the locks on the door, hastily bolted and tied on. Talon especially notices how sloppy and basic they are; not something to keep out any experienced thief. Maybe it was done in a hurry? More pressing are the strange shafts of light arrayed around the room on the approach to the door.

You'll need to get the door open if you want to go further. To Approach the door, you must first make a Hazard Roll to avoid the lightbeams. If you fail, you will trigger whatever they are tied to. Only characters who have successfully approached the door may roll or modify the rolls of the options below- but with some whispered discussion- the Gnomes in the party figure they can turn invisible and as such can cross the beams without a roll.

Great Green Door
Weak Locks x2
>Pick (Easy Skill Roll)
>Break (Combat Roll > 7)

Great Lock
>Pick (Hard Skill Roll)

Emerald Lenses x2
>Seal with Magic (Chorus 3)
>Pry Loose (Dwarf Only)
>>
>>5659318
>Everyone?
Exhaustion is a fatigue of the muscles - Do my old, dry Bones even tire?
>>
>>5659326
No, Benjamin is also an exception. Forgot to mention in my post. You have a hard enough time with Hazard rolls as is.
>>
>>5659319
...I'm wary of the fountain. Do you think it could be a way to anchor a trap?

Should we roll for hazard Bananas?
>>
>>5659332
You only have to roll a Hazard roll to approach the door.
>>
>>5659319
"DON'T DRINK THE WATER!" bellows Urist suddenly. "The ghosts! Remember what one said!"
>>
Rolled 6, 3 = 9 (2d8)

>>5659333
>Approaching the door without drinking water
2d8 Hazard roll, +2 or +4?
>>
>>5659333
"Hmm. Well, guys?

I could try and lumber past and trigger the trap upon me first, taking whatever it releases? That way, the rest of you will know what it does... and I can be rebuilt!

But the Gnomes might all want to go forward first, see if they can get through without triggering it at all?"
>>
Rolled 2, 4, 4 = 10 (3d6)

>>5659319
Pulling down his trusty scarlet hat, the gnome moves in the shadows towards the great door. He will not drink the water.
>Great Locl (Hard Skill Roll)
>>
>>5659345
Finally, holy fuck.
>>
>>5659345
Great lock*
>>
>>5659335
It's one +2 per Hazard roll. You succeed.
>>
Rolled 7, 5, 4 = 16 (3d8)

>>5659348
Turning toward the great Lock, Talon sees it already opened.
"I'll try one of the smaller locks..."
>Picking weak Lock
>>
Rolled 3 (1d6)

>>5659319
>Seal with Magic (Chorus 3)
>>
>>5659385
You have to make a Hazard roll to approach the door first. I will allow you to keep your three for the successful magic roll, but from now on please read the post instructions.
>>
Rolled 5 + 2 (1d6 + 2)

>>5659385
>>
Everyone else: Feel free to continue rolling and dealing with the obstacle. The trap will be resolved next update.
>>
Rolled 8 (1d10)

>>5659319
>Hazard roll
Urist makes his way towards the lenses, which must no doubt be of highest quality and the source of these beams...
>>
>>5659413
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
Rolled 3 + 3 (1d6 + 3)

>>5659319
>Emerald Lens

I can auto-3 seal an Emerald Lens if I get there... the trick is managing to get there past the 2/3 chance of failing this hazard roll...
>>
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>>5659413
>>5659414
oh no
>>
Rolled 4 + 1 (1d12 + 1)

>>5659319
>Myron tries to break a weak lock
>>
Rolled 3 (1d4)

>After waking up from a nap, Gideon decided to follow the rest of the team in the best way a gnome could; subtly and without being noticed much.

>>5659319
>Quietly turning invisible, the old gnome approaches the the door. Not trusting the water, he goes without drinking it, thinking it better to be exhausted than chance whatever the fountain's liquid might cause.
>He then attempts to Seal the Emerald Lenses.

>>5659451
"The needling of fortune is almost maddening, my boned friend."
>>
Rolled 2, 8 = 10 (2d10)

>>5659319
>Approach door, try to break a Weak Lock if successful

"Mighty tough defenses, these! Bodes well for the treasure.."
>>
>>5659348
How does he succeed? His class die is a d8, he rolled a 6, and 6+2 = 8, which is the max value of his class die. To succeed a Hazard roll, you need to not get the max value of your class die.
>>
Rolled 3 + 2 (1d6 + 2)

>>5659319
>approach door without drinking water
>>
Rolled 1 (1d6)

>>5659319
>Seal an Emerald Lense
>>
>>5659760
he has to not get max value of BOTH die. so 16
>>
>>5659414
Despite triggering the hazard can people still take one of the actions? If so we need only the last lens sealed or pried loose. Maybe a dwarf should go for it.
>>
>>5659319
Seeing little use left for his combat skills, Squire prays a
>Desperate prayer
for those attempting to seal the lenses to succeed or at least not hurt themselves.
>>
Rolled 6 (1d8)

>>5659319
Hazard Roll Go
>>
Weak Locks x2
>Pick (Easy Skill Roll) - Talon
>Break (Combat Roll > 7) - Grimbold

Great Lock
>Pick (Hard Skill Roll) - Scrim

Emerald Lenses x2
>Seal with Magic (Chorus 3) - Tordynnar, Gideon

Did we do all the things or am I missing something
>>
>>5659914
seems like it. maybe someone wants to try the water
>>
>>5659918
No we do not

The ghost warned us
>>
Wiggles saw that most of the tasks were well in hand. Since Wiggle's wiggly fingers were useless to help the others avoid the great lights, and the tasks were handled, Wiggles curled up to rest and watch for danger.
>>
>>5659947
Lad got to seal the lense after failing a Hazard roll?
>>
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The first to accidentally trip a beam is Lad- the human sage. While not exactly bulky or known to be uncoordinated; his years practicing ancient knowledge and sorcery did not help him prepare for this challenge.

As he accidentally touches a lightbeam and blocks its path; a loud dull click is heard ahead. While someone in the party curses his clumsiness- it appears as though... nothing happens?

>>5659394
>>5659413
>>5659451
Failed Hazard Rolls

>>5659886
Sky-Hoof, despite his Bromble self not being exhausted and able to avoid the danger, feels a sudden surge of uncoordination and accidentally trips over a lightbeam- his Curse just struck! He fails his Hazard Roll!

>>5659345 GL
>>5659353 Lock
>>5659385 Gem
>>5659536 Gem
>>5659658 Lock
No Gems pried loose = No treasure

You have bypassed the door. You gather your breath before seeing what lay on the other side...
>>
>>5659959
I said I'd let him keep the roll. Don't follow instructions and you are rewarded, I guess. I'm pretty irritated people didn't seem to understand this simple 1-2 requirement for this post. It seemed pretty clear.
>>
>>5659966
I thought it was clear too, but people are people I guess. This isn't the first time people didn't read. Perhaps next time a prompt has multiple parts you can include each needed input in greentext. For example here, it would look something like:
>Roll to approach the door
>>
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The party manages to pass by the great entrance doors- and enters the Wizard's manse for the first time.

Within, the marble floors are made of smooth and polished stone. Cut directly from the beautiful green stone of the mountain- the perfectly smooth and polished floors are a sure signpost of opulence and wealth. The dwarves, once again, are amazed at the craftsmanship- the other party members, more impressed by the lack of dust or dirt anywhere.

In this central foyer, you are greeted by a large stone statue, seemingly not carved from the mountain itself, which features four great figures. Holding huge hammers- these masked figures clearly represent some of the ancient ones- the ancient beings who first formed the whole world. The great disc they are standing over being a map of the world itself- the Sages of your group look down, some gawking, some hurriedly scribbling down notes or sketches- the accuracy of the world being greater then any map they have ever seen- why, only a bird could see the land so clearly from above! What other treasures lay hidden here so plainly and without protection?!

From beyond the doorways in the foyer, you see doorways leading on to rooms with emerald curtains and hidden places- beautiful carved wooden furniture, great fireplaces built into the rock with chimneys that lead to who knows where- even a table with a silver bowl of fresh fruits lays tantalizingly out of sight. But the party remains focused- they are within the home of Arabamnon now, and it would be wise not to anger him by going through his things. They are guests, afterall. But where is the Wizard? What great hall or immaculate bedchamber could he be hiding in?

The chamber splits off here- you feel like sticking together is the best plan. You mull about for a second deciding on where to go- you hope the most of the danger is behind you, but who knows how jealous the Wizard truly is to boobytrap his own home. Best to be on your guard even now...

Which direction which you go?
>Library (Learn something new)
>Ballroom (Meet someone new)
>Workshop (Make something new)
>>
>>5660030
>>Workshop (Make something new)
Could always use more equipment. You'd think this powerful grumpy hermit would know when people barge in into his house. Maybe he finally croaked.
>>
>>5660030
>Library (Learn something new)
"A mage's proclivity for knowledge never ends!"
>>
>>5660030
>>Library
We are here to learn of the Star-Crown. If we can't find the Wizard to ask him, perhaps we can find what we're looking for in his library?
>>
>>5660030
>Library (Learn something new)
>>
>>5660030
>Workshop (Make something new)
While being swole and having a swole potion is pretty cool I think its time I find a bludgeoning implement
>>
>>5660030
>Workshop
>>
>>5660030
>Library (Learn something new)
We're here for information, and we're here to look for the Wizard. Both of which we are likely to find where he does his studies!
>>
>>5660030
>Workshop (Make something new)
I've yet to have any equipment whatsoever, i'd like to get something...
>>
>>5660030
>Library (Learn something new)
The expected place for a learned person to be, and useful to our quest besides.
>>
>>5660030
>Library (Learn something new)
>>
>>5660030
>Library (Learn something new)
Quires, codices, scrolls, books, and so on. Surely a wizard would be among these stacks?
>>
>>5660606
>Surely a wizard would be among these stacks?
Probably, but it sure would be nice to get some gear...
>>
>>5660030
>Workshop (Make something new)
>>
>>5660608
Urist scratches his beard and nods. "Yes. We could do with some more equipment. The old man must be quite the practicing craftsman to make such strange traps."
Urist switches his vote from Library to
>Workshop
>>
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Rolled 10, 2, 9, 14 = 35 (4d16)

>>
>>5660775
Man, Sky-hoof can't catch a break
>>
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Because nobody watched the statues, the silent monoliths were able to sneak up on you. Despite their size and unyielding stone- they glided across the floor with great hammers raised...

You are Ambushed!
Benjamin has been struck! He shatters into a bunch of bones across the polished floor!
SkyHoof has been struck and becomes injured!
Gideon Goodfellow has been struck! His tiny Gnome body goes flying- he's injured!
William has been struck- normally his helmet would protect him from an ambush- but these hammers are too heavy and strong to be stopped by armor! He's injured too!

The large statues, humanoid figures with heads encased in some strange helmets, now glow with a once absent spectral light- just like the light of the traps of the previous room. It becomes clear- when people crossed the tripwires they activated these guardians...

The light issuing from the helmet of the stone guardians pierces the gloom of the splendid hall- bouncing from the walls and off your weapons and armor. It twinkles as the stars in the night sky- piercing through illusion. The Gnomes cannot hide from this piercing light!

New Combat Rules
Creatures with the Tough take a second hit to bring down. Creatures with Bypass ignore protective gear, such as Helmets, Shields, or Talismans.

New action- Weaken. This is a Magic Roll. You attempt to curse the opponent with weakness- reducing their Armor to the Magic Roll result if it is lower.

New action- Breathe. Regain your action. This advances the turn timer by one.
>>
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Sages may still only boost once per combat- it is a drain upon their magical powers. This is still considered an action.

From now on, all creatures have Attacks instead of Charge. They attack on this turn, automatically injuring the party member that acts on this round. You can avoid this by an Evade, which replaces the Distract action. The mechanic is the same (Hazard roll). Whenever you Evade, you will add half of the enemy's power to your next Evade action this combat.

Battles now have an alternate victory condition. If you reach the end of all enemy attacks- then you are considered to have successfully escaped the battle. There are no more bonus attacks for enemies left over at the end of the combat. Defeating an enemy naturally ends all of their attacks early. Additionally, a failed Combat Roll only wounds you if you roll half of the power of the enemy you attack instead of the highest power enemy.

Stone Guardian #1 8 + 4 Armor
Powers- Tough, Bypass
Attacks- 2nd, 10th

Stone Guardian #2 8 + 4 Armor
Powers- Tough, Bypass
Attacks- 4th, 12th

Stone Guardian #3 8 + 4 Armor
Powers- Tough, Bypass
Attacks- 6th, 14th

Stone Guardian #4 8 + 4 Armor
Powers- Tough, Bypass
Attacks- 8th, 16th

>Attack (Combat Roll)
>Evade (Hazard Roll)
>Weaken (Magic Roll)
>Breathe (Regain your Action)
>Attempt 'Spell of Unmaking' (Wiggles only; Magic roll +1)
>>
>>5660822
Motherfucker. Well, only thing to do is to stall it out.
>Breathe I guess
>>
>>5660822
So "2nd" means whoever acts second gets hit yea?
>>
>>5660832
just dodge lmao
>>
>>5660834
No thanks blud my hazard rolls are too low
>>
Rolled 6 (1d6)

>>5659932
>>5660818
>Weaken Stone Guardian #2
Wiggles felt the snap of reality, watchfulness useless in the face of the magical menace. Wiggling the fingers, Wiggles turned the corpus of the tall-headed statue to chalk.
>>
>>560836
Or not. Chalk didn't taste good anyway. Good for tummy aches though.
>>
Rolled 6 (1d6)

>>5660822
"Magick!"

Shouts the diminutive gnome
>Weaken Stone Guardian #1
>>
>>5660843
...and it did nothing
>>
>>5660835
bitch you'll be fine you got a one in four
>>5660836
>>5660843
this is going well
>>
>>5660849
>bitch you'll be fine you got a one in four
That was a 6, it could have been a failure
>>
>>5660818
>Because nobody watched the statues
...this was an option? Why would anyone choose to do that, especially on a vote of where to go when you said we had to all travel together? That would be quite bizarre. Well I guess we know to be more paranoid in the future.

>>5660826
Why would you do this? You haven't lost your action have you?

>>5660822
I like the changes to combat. Now we are no longer punished for having inactive players and it's more strategic.

Remember everyone we have +2 to Hazard Rolls from being exhausted so evading is more difficult
>>
>>5660836
You probably should have tried out the Spell of Unmaking. Make sure to read the prompts.
>>
>>5660853
Yeah that's stupid there literally wasn't an option to "watch the statues"

I mean, we're we supposed to have guessed that it would come to life? That's dumb.
>>
>>5660853
>...this was an option?
I'm guessing all we had to do was mention them
>Why would you do this? You haven't lost your action have you?
Yeah I'm wasting a turn, I can't kill them like this and I can't evade if there's no attack
>>
>>5660864
You could have cursed them
>>
>>5660864
Then don't act. By Breathing, you use an action and make them attack us sooner, and force people who would otherwise contribute to either evade or take damage. You actively harm us by doing this.
>>
>>5660868
Im not a sage but true I guess
>>
Wiggles didn't want to burn the scroll.
>>
>>5660818
Grimbold holds his hammer tight in his hands, looking to his fellows who are withering under the assault.

From his vantage, there's only one way out of here. "Oi, Wiggles, little dragon! Does that scroll have some way around all this rock? Me mallet won't even dent them like they are now!"
>>
>>5660874
It's not one time use though
>>
>>5660875
Too late, he already acted. I recommend evading this turn so someone can try something else next turn.
>>
can we throw Bluemane's lifeless body at turn 4 and give his Greatsword to someone
>>
Rolled 9 + 2 (1d10 + 2)

>>5660822
Alright, someone has to take one for the team
Twink is gonna play russian roulette. If he rolls 8 or more, he dies!
>Evade!
>>
>>5660892
lol, cya guys!
>>
Rolled 4 (1d8)

>>5660822
>Weaken (Magic Roll)
Stone Guardian #4
>>
What a nightmare combat. We need to evade every other roll, can't take any other defensive action, and everyone is failing everything.
>>
Rolled 4 (1d4)

>>5660822
>Weaken (Magic Roll)
>Still a bit dazed from the ambush, Gideon mutters a curse upon the 3rd Stone Guardian.
>>
Rolled 3 (1d6)

>>5660822
>Weaken Guardian #3
>>
>>5660908
Hey finally something happens! His armor got reduced by... 1. So now we only need an 11 to hit him. And requires 2 hits to die. Hahaha...
>>
Rolled 8 + 2 (1d10 + 2)

>>5660822
Squire cannot roll higher than 10 and the weakest enemy needs an 11.
Squire instead decides to
>Evade
seeing as his shield is useless here.
>>
Everyone is rolling high today. And that's bad since we can't roll combat.
Also why aren't people evading? We just need to outlast them. Don't risk it.
>>
>>5660914
Because people don't read. Good news is they are winning darwin awards and those who are left will be people who read.
>>
>>5660916
Idk, even the correctly timed evades have failed due to our exhaustion. I think everyone might end up hurt here. Hopefully we can rest and recover from exhaustion and injury soon.
>>
>>5660836
Hit!

>>5660892
Hit!

>>5660905
Hit!

>>5660913
Hit!

We are currently on Turn #9
>>
Rolled 5 + 1 (1d12 + 1)

>>5660822
>Myron goes to gore #3
>>
>>5660942
Well it was a long shot, at least no injury.

Next person should Evade unless they want to take damage.

Also Bananas. The is the breathe option a free action or just an advance the turn option that refunds it's action?
If so we're going to need at least one person to start using it between evades if we hope to outlast these guys or else there'll be noone left to take actions and end the combat.
>>
>>5660947
If only one person was playing;

Do action. Turn #1
Breathe. Turn #2
Do your second action. Turn #3
Breathe. Turn #4
Do third action. Turn #5
etc.

I honestly don't know how I could make it any simpler.
>>
>>5660949
Cool, a free action then.

I suggest someone who has yet to go should Evade, then we have our warriors breathe and Evade as necessary for the best chance to minimise damage. Priority going to those who haven't evaded yet.
>>
Rolled 2 (1d10)

>>5660822
Urist focuses on the tenets of dwarven wrestling and prepares to
>Evade!
>>
>>5660822
Since I'm just shattered bones right now....
>Rattle distressingly, attempt to claw back together,
>>
>>5660942
If ur still around Myron, you should take a double turn and breathe then evade. Brombles werent exhausted so you're technically on of our best dodge tanks rn.
>>
>>5661007
I beg to disagree. Rogue are the best dodge tank.
>>
>>5660905
Someone uh, needs to save Gideon

He's gonna die otherwise. He already got a hit.
>>
>>5661147
squire, myron and skyhoof all took a hit and will die if they help him. and blue mane phased out of existence
face it guys, the game is doomed
>>
>>5661166
well we need to strategize.
Saved my action for an "Evade" at right timing. Right now, a still-active Sage can "breath" to help one that need saving.
>>
>>5661167
How would a sage help? Giving +1 is the opposite of what someone would need to evade.
>>
>>5661263
Couldn't Sage give a -1 in that case? A bit similar with skills or hazard rolls?
>>
>>5661290
No. The +1 is a deliberate choice.
>>
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>>5661166
Myron was on turn #9 so he's ok.
Urist got the turn #10 >evade.
So now one of our uninjured rogues should take the free turn now (turn#11) to >breathe and regain a normal action and then use the next action (turn #12) immediately to >evade.

Rinse and repeat till turn #16 with unless they get injured, in which case they tag out.

We just gotta wear out the the spell animating these golems.

Have a picture of Squire to inspire you.
>>
>>5661318
He cute!
>>
>>5661318
That doesn't really solve the fact that Gideon will die.
>>
>>5661343
>Gideon tried (and failed) to reduce the enemy's armor instead of doing anything helpful on a telegraphed attack round
>Cry over his corpse
>Twink valiantly sacrifices himself to try and burn an enemy attack so the party can escape this clearly unwinnable encounter
>Says nothing

TGB (Typical Gnome Behavior)

If you died in this combat; stick around. You might get a chance to come back. There's nothing else you can do about it now- might as well wait and see!
>>
>>5661350
I'm not Gideon
>>
...And yet he did not deny being a Gnome. Curious!
>>
>>5661358
We have a brumble with zero hits, sure would be useful about now
>>
>>5661350
I have no tears with which to cry, and my Jawbone is currently scattered 10 feet from my skull.
>>
>>5661360
QM. Is BlueMane still up for the taking?
>>5661360
>>5661166
Who should BlueMane attack?
>>
>>5661375
Yes.
>>
>>5661375
You should take a hit for one of them.
>>
Talon here, waiting for an attack turn to evade.
>>
>>5661390
If you want to go crazy you can just Breathe right now then evade breathe evade breathe until the encounter is over
>>
>>5661391
better for another rogue or warrior to breath right now, right?
>>
>>5661392
Probably yeah
>>
>>5661379
>>5661375
Do I just declare whether or not to take the hit like
>Take the hit for Gideon (who is about to die)
Or is there a certain action to intervene?
>>
I'm dead? Huh, oh well.
And for the people that want to take the hit for me, I'd say save Twink instead or someone else that's going to die and will have more time to dedicate more to the thread.
>>
>>5661493
>>5661569
There isn't any option given us that protects someone from failing a hazard roll. (Which is what caused Think and Gideon to be hit)

>>5660822
If no-one else is going to then then Squire will simplify things and take turn #11 to just
>Breathe.

Ready for someone to go for an evasion/breathe loop now.
>>
Rolled 1, 1 = 2 (2d8)

Rollin' for evade, suffering from exhaustion
>>
>>5660822
After dodging, Urist takes his time to
>Breath
To complete turn #13
>>
Rolled 1 (1d12)

>Evade
Gonna take bait the turn #14 hit with this big lug, because he's uninjured from what I can tell.
>>
>Breathing
To complete turn #15

Can try to evade turn #16, but i'm suffering a +6 - will need 1 or 2 to pull that out, but i've got advantage
>>
Rolled 9 (1d10)

>>5660822
>Evade for Turn 16

"Damn"- "rock"- "basterds!"


I figure Grimbold's got an injury to give here, even if he ends up taking a hit.
>>
>>5661613
Why do you have +6? Exhaustion doesn't give you stacking +2, it just gives you +2 to Hazard.
>>
>>5661685
Each evade makes the next evade harder by half the power of the enemy you attempted to evade. So +2 then +4 in this case.
Regardless we finally it through 16 rounds.
>>
>>5661689
And only like four people died!
>>
>>5661607
>>5661608
You can't play two people. I don't know what is going on with your ID situation but you've swapped back and forth so I assume you're multiboxing? Care to explain this?
>>
>>5661698
I went onto campus, asked the question, took Bluemane, and came back home.
I can hand him off to another anon, after this encounter.
>>
>>5661726
So were you also playing Urist or is someone else on your campus also playing this game?
>>
>>5661727
I'm playing Urist as well. I apologize for the confusion which has occurred.
>>
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>>5661729
Why did you think you can play two characters? Where does it say you were allowed to cheat and play two?
>>
>>5661735
We had a party member who was available and he was never chosen at the hiring new players part, so I assumed he was still available for someone else to use him. I must have missed the no doubling up clause. I was unaware this would count as a matter of cheating the system, so I will cede my control over Bluemane.
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>>5661741
You're fine I'm just being a dick. From now on just play one character, thank you. That goes for everyone. I'll update soon.
>>
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>>5661639
Grimbold takes a hit!

With the flurry of attacks finished, and the party battered and brusied- one statue raises its hammer to smash down on Myron with a great fury- until it suddenly stops in place. In an instant, the statues stop moving, becoming as rigid stone again, the lights within their great stone “faces” totally gone now. It seems whatever spell was animated these statues is now over. The party has weathered the assault- but only barely.

Reaching up, the Bromble grabs the stone hammer from the statue and manages to pry it from its not-flesh hands. With his great strength, Myron finds that he is the only one that can lift this great stone hammer- and after cracking it against the now silent statue, he thinks this is the blunt instrument he has been looking for.

Myron has found the Stone Hammer! This weapon makes his attack rolls ignore armor.

With that, the party manages to reassemble themselves and drag the injuried back through the narrow doorway into the Library- their agreed upon destination. They make sure to move out of the great hall just in case the statues come to life again...
>>
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They find themselves in the Wizards great library. The place is also chiseled out of stone, but of a different color, lit with glowing gems on the wall of a different hue. Strangely enough; the much-expected wooden shelves and comforts of a Wizards library are replaced with an unusual metal.

“What metal do you reckon its made of? It's lightweight. Any kobolds know?”

The kobolds wrinkle their noses at the stuff.

“Ay've never seen this before- but it could be Aluminum. Very rare metal, none know of how it is made...”

But meanwhile, a certain member of the party cannot rest or take in the new sights- because of the injured. The Elven Sage, Tordynnar looks over his two companions, now laying on the carpeted floor of the Wizard's library, their life rapidly fading away. Nobody in the party has yet to really take it seriously- but these are fatal wounds.

Twink and Gideon Goodfellow, the Elf Fighter and Gnome Sage respectively, have both been injured beyond normal and natural healing. They will both die before this day is over. But there is a chance- with a secret Elven spell, and with his Bag of Flowers, Tordynnar could heal injuries of this severity. But he only has enough power to save one.

Which party member do you save, Tordynnar? (Only Tordynnar can make this decision)
>Twink
>Gideon Goodfellow
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Only Tordynnar's decision has been made- Twink and Gideon cannot act.

The silent library looms. Once again, the Wizard is not here. You're starting to wonder where he could possibly be- dead? Or just hiding from you somewhere?!

While the place seems quiet enough- and even a Wizard as jealous and paranoid as Arabamnon seems unlikely to boobytrap his own library. Still, it pays to be cautious. There is truly useful knowledge here. The Sages of the party would be the best at finding this out- but everyone could help. Best to try not to get cursed reading any of these ancient tomes!

Silent Library
Suspicious Tomes x4
>Search (Roll Class Die- roll 3 or under. No consequence for failure)
>Rip Up (Fighter Only- chance to get Cursed)

Silent Shelves x2
>Sneak around to make sure nothing is watching you (Easy Skill Roll)
>Magic Ward (Chorus 2)

Restricted Book Section
>Pick the Lock (Hard Skill Roll)
>Pass Thru the Bars (Wiggles only- Magic Roll)
>>
>>5656669
William is starting so suspect he died of illness or he went insane. Assuming he's not dead, he tries to figure out where exactly he got separated from the party.
>>
Rolled 8, 7, 3 = 18 (3d8)

>>5661856
Sneaking' around the Silent Shelves, mainly to avoid seeing the death of comrades.
>>
Rolled 4 (1d10)

>>5661856
>>Search
Squire doesn't get to read much, but Knight did teach him how.
He looks at the titles of the suspicious books looking for anything useful but refrains from touching them lest they be cursed.
>>
Rolled 7 (1d8)

>>5661856
>Search
"So much knowledge protected but kept from the wider world"
>>
Rolled 2 (1d6)

>>5661856
>Search (Roll Class Die- roll 3 or under. No consequence for failure)
>>
>>5661860
Stop talking to yourself and pick a book, William
>>
Rolled 4 (1d10)

>>5661856
>Suspicious Tomes x4
>>Search

William realizes he just got a concussion from being hit over the head by something, but he's starting to remember what is going on, he thinks. Encouraged by what is hopefully not a voice in his head, he starts searching through the books.
>>
>>5661856
For clarification, is the 4x, 2x, etc. options the number of successes we're looking for to succeed, or the max number of attempts we get?
>>
>>5661903
It's the number of successes needed to get your reward / proceed without negative consequences. Same as the door prompt.

>>5659319
>>
>>5661856

I can't act right because I'm all shattered, right?

I'd auto-3 a tome if I could, but I think my bones are too loose. Perhaps if there's any illiterates here they could hold a tome up to my detached skull for me to read?
>>
>>5661979
I'll allow this.
>>
Rolled 5, 3, 5 = 13 (3d6)

>>5661856
Scrim, knowing not if his fellow Redcap will survive, strikes out into the library so as to not wait time.
>Pick the Lock (Hard Skill Roll)
>>
>>5661993
Hell yeah, restricted books.

Do we have to search there now or something?
>>
>>5661851
Well, I have to pick someone. Hopefully no hard feelings.
>Twink

Can I help with searching the library or has my action been used up with healing?
>>
>>5661993
Well play Scrim.
Current tally :
Lad successed as searching >>5661885
as well as Ben >>5661984

Talon sneaked the Silent Shelves >>5661856

Scrim picked the masterlock >>5661993

>We still need 2 Suspicious tomes
>We still need 1 Silent shelf
>>
>>5661996
Ok, guess I'll stay for the long run now
>>
>>5661872
>>5661984
Thank you for the helping hands, you wonderful Kobold Squire!
>>
>>5661856
>Myron searches for books about physics as to maximize his new hammers potential
>>
Rolled 9 + 1 (1d12 + 1)

>>5662074
My b
>>
Rolled 5 (1d10)

>>5661856
>Suspicious Tome
>Search
>>
>>5662058
"Squire was never taught to read these sspooky squigglesss. Might be right up Mr Bonesss' alley though."

Also with all these failures to search, any fighters left may wish to brave the curse and just rip them up.
>>
>>5661856
>Suspicious Tome
>Rip Up

"Ah, to hell with lookin' through em, just tear em to bits. We haven't time for this!"
>>
Rolled 6 (1d6)

>>5661856
>Explore the unlocked restricted room, disabling magical traps.

After looting the cookies from Gideon's pockets, Wiggles decided to wiggle through the bars into a restricted section. Although going it along was scary, and Wiggles preferred to have big beefy folk around to scare off baddies, but the siren call of the restricted section was too alluring to resist, the silent song overwhelming the sagacious duty to patrol the yet more silent shelves.

Then One of the redcaps larcenously lockpicked the lock. Wiggles was curious about the floor-sigils. The Enigmatic Epsilon and the Empyreal Eye, and the Twins of Twinning (Repetition). So Wiggles wiggled through and wiggled the lay lines of the traps and watchers out of alignment that they might not harm the group.
>>
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Rolled 3 (1d3)

>>5662243
Grimbold ripped up an ancient tome- thankfully these books are curated according to some mysterious Wizard's taste. Hopefully, he won't end up cursed. There is a 1 in 3 chance he will become cursed- if this post rolls a 1, then he becomes cursed.

>>5661996
>>5662036
Tordynnar has decided to revivify the Elvish Fighter, Twink! Using the white flowers and a bit of his magic, he manages to bring Twink back to life. Unfortunately, things do not get better for Gideon. In a few minutes- he fades past the point of no return, and the old Gnome has died. The party has a moment of silence for his passing. You won't leave him here- after all, you are still within the Wizard's house- and when you leave you'll find a place to bury him. Until then, goodbye.

>>5661993
Meanwhile, Scrim manages to break into the restricted section. It seems the Wizard's library allows any guests to look through his books- but these ones are special. Locked behind a strong lock and bars- this seems to hide secret knowledge.

“Look 'ere- a book about Stars. Maybe this has something to do with the Crown?”

Scrim reads the book- and finds something interesting. There is a passage.

Created by the Two Above; the Ancient Ones made the world. They bound and sculpted with the elemental forces- fire, water, earth, air, and growth- and made the land and the sea, the forest and the desert, the deep and the mountain. They finished their great work and were content. But when the Queen of Life, deeply pregnant, wished for the Ancient Ones to share the world with her true children- the animals and the people- they refused. Too arrogant and proud to accept that a lesser being could live in the place they had created. With a heavy heart, the Queen of Life had to ask her husband, the King of Death, to punish them. He relished the opportunity. The Ancient Ones were banished to a place so black that they could never, ever, find their way back to the world they had made...

And so, all the Ancient Ones were banished. Except one.
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Because you failed to bypass the dangers of the library- you don't get to pick your bonus.

After raiding the library of its knowledge- the party has gained enough knowledge to learn a bit more about the world- and about themselves. The Wizard's facilities were very helpful in giving them a bit of a head start on their experience.

EVERYONE HAS LEVELED UP!

The many experiences you have had so far, and the adversary on your adventure, has led to this moment. Your skills have become sharper, and so have your bodies and magic. Everyone has become an Experienced Fighter, Experienced Rogue, or Experienced Sage respectively.

Fighters now roll an additional +1 to Combat Rolls. You've also become tougher, and your injuries seem less severe now- you can take an addition injury before death.

Rogues now roll an additional dice on all Skill and Hazard rolls.

Sages now increase the Chorus of any Magic they are performing by +1 when they roll a 1 OR a 2. Also, your healing roll range has increased by 1, meaning you heal someone when you roll a 6, 7, or 8.
>>
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As you walk the halls of the Wizard's mansion, looking for your host. Through padded and luxurious sleeping chambers, inner baths filled with perfumed waters, dressing rooms, and even past a very tempting vault (which you ignore- even you've reached your limit on pressing your luck)- you still have not found him.

Of course, this raises the question- is he dead? Even if he is not- will he even know of the Crown's location? There is no guarantee even someone with his level of age and knowledge will necessarily know of this ancient and lost secret. Surely, an immortal elf like him...

“Elf? He's obviously a Gnome. Look at how reclusive he is!”
“No no Lad, he's clearly a Dwarf. He even lives in a mountain!”
“No, Bromble! Brombles live on mountains. We can do magic just fine- Dwarves cannot.”
“This is absurd. Humans are the most common of all races- chances are he is a human.”
“...Kobold?”

What do you think the Wizard is going to be?
>Human
>Elf
>Dwarf
>Gnome
>Bromble
>Kobold
>Other
>>
>>5662523
>Other
A floating cube with weird little spindly arms
>>
>>5662523
>Other (Ancient One)

"Oi, Scrim! Didn'cha say something about an 'Ancient One'? What if ol' Arabamnon was one of them? Sure would explain his longevity!"


It was stated that Arabamnon was mortal once, but who knows! Plenty of powerful creatures have masqueraded as mortals to the knowledge of a select few.
>>
>>5662523
Long lived, an expert of his craft, keeps magic arrows around, is a magic user. Seems like a good case for an Elf. Humans aren't long lived, Dwarves can't use magic, Bromble is technically possible but unlikely, Kobolds seem unlikely as well, Gnome seems like a decent guess for a reclusive person. But Elf just seems to check all the boxes. Maybe there is some Other race we are not privy to but I think Elf is quite likely.

>Elf
>>
>>5662523
>Other (dragon)

Wiggles considered the clues provided thus far. An enchanted stair deep in the mountain-heart, a room of emerald and gems and wonderfully crafted golems, a library with bookshelves only two rows tall, moving beyond mortality by stubbornly defeating the cycle of rebirth... but no, the ax-beards were not wizards. Everyone knew that. Too stubborn and closed minded to be artificers. The rumors of the longbeards etching shimmering runes and spinning soft hair of living gold were surely exaggerated.

And the name, Arabmnon. A far-sailor name. The sort of name worn by demons and bone-mons and areligious apes, and spirit swilling spirits. It was not a steelskin name. No, they had names like rumball garblesmack and greedgrab mailemaker. Two names, not one. What kind of clan-swearer would abandon the name of the clan?

But then Wiggles wiggled the fingers and the answer came. Of course, Arabmnon must be a dragon. Of course the wisest, most powerful one would be a dragon. What else could it be? Wiggles instinctively knew the answer deep in the soul, and was only temporarily distracted by observed facts and logic. Surely the brilliance of this great dragon simply lay beyond the ken of lowly Wiggles. How humbling.
>>
>>5662564
>>5662523
Beat me to it Wiggles.

"Squire agrees a lizard wizard makess sense.
Though knightsss and dragonss don't get along in the ssstories. But Squire is a kobold and isn't a knight yet... maybe he wont be mad?"
>>
Wiggles wondered and watched to see what the party's proposed disposal method was for the deceased redcap. Wiggles had been taught that knowledge and power should be devoured, lest it be wasted. Of course, wiggles had a scroll-feast to devour, and the sky-hoof was not a soul-binder. Perhaps the yellow-redcap? Dip the cap in the red to make a deeper red and draw in the soul-kennings before they became lost? Wiggles was keen to learn how the Others processed the fallen.

(Thanks Squire. What else but Dragon? I'm sure you'd make a fine Dragon Knight.)
>>
>>5662523
>Dragon usually shapeshifting in a human
>>
>>5662520
>Take a moment to give a eulogy
"Rest the sleep of all ages, you Good Gnomish fellow;
May you go to the after with cheer in your heart;
From the realm of life's Queen to Death's halls you will follow;
May the King of the after welcome your heart;"

"For he was a jolly Goodfellow,
For he was a jolly Goodfellow,
For he was a jolly Goodfellow;
Which nobody will Deny."

>>5662521
"Again I must ask, though I'm broken in bits;
Does Benjimen Bones Belong to a class?
The uncertainty's driving me out of my wits;
By what scheme will all new learnings pass?"

>>5662523
"Why, perhaps the Great Wizard has already passed beyond the coils of mortality! A Ghost, a Skeleton? But all Ghosts and Skeletons were once mortal beings... In life I was human, and my Bones are still human bones. So he still must belonged to one of the races..."

"I think it evident he is not, or was not a Bromble - if he had been, the giant size of the Beds, the Shelves would have given it away! And likewise for a Gnome in the other direction; the shelves would have been built too tall! As for Dwarves, the arcane is not their calling, so I would think his being a Dwarf is unlikely.

"Of names... again, his does not match that of the Dwarves; nor does it seem to match what I have observed of the Koblold folk. And the humans of this region... we tend mostly to have names like William, Benjamin! So, whilst being a Human or a Kobold is not an impossibility, my guess would generally lean toward.."
>Elf
>>
"He's likely one of those blobby cube things, I heard they become wizards all the time!"

>>5662670
He looks around and decides to mourn the loss of such a good chap, with Benjamin. He sobs and wipes his face.

I'm so tired and so hurt, and we've already lost one of our good friends... This wizard must be so terrible, to cause such suffering.
>>
>>5662523
"Eh? It matters not what this wizard is. Immortal ones such as him have little in common with us common folke. There is more in common between a bromble and we gnomes than 'twixt us and one of such unending magickal power such as him."
>>
>>5662523
>Gnome

Eh, if I had tuh guess I would say dat feller's a gnome. He's a wee bit of a trickster which fits wit duh gnomish race.
>>
>>5662523
Twink is still a bit out from almost dying and the untimely passing of an ally, and everyone already made way better speculation that he could have. But he adds that if you rearrange the letters in Arabamnon you get Banana... mor. That must mean something, surely.
>>
>>5662523
>>5662543
>Other (Ancient One)
"Would explain making his traps in his likeness. Tis the pride of wizards which guide them. Or could be a dwarf, still. Even the fine statues are weapons..."
Urist shudders.
>>
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The party searches high and low- every piece of this ancient mountainous sanctum has been searched. The Wizard, or his corpse, is nowhere to be found. Every bath, every study, and every bedroom. The walls begin to lose their polished gem sheen, and are soon exposed to raw rock of the servants quarters and storage rooms. Finally, they reach the last possible place- the latrines. As embarrassing as it would be to find him here- they have simply run out of options.

The latrines are clean smelling- with the sound of trickling water. Perhaps a stream to flush away the waste, or they likely fall out of holes in the side of the mountain to some unknown depth below. But as each of the stone-carved bathrooms are checked- he is still not here. Until you see a door. At the deepest, most forgotten part of this ancient mountain fortress- a tiny door with light streaming through the cracks. It leads outside.

When they open the door- they find themselves on a high plateau on the mountainside. The steep cliff face here and around indicate an almost secret landing- high above the valley below. Here, they finally find him.
>>
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The mountain side place is lush and verdant; with a trickling stream and pond of water from the fresh rainwater above, a flat open space, a garden growing in the side of the mountain, and even a simple hut, roofed with thatch, fitting for any humble farmer in the land. Is this where the greatest Wizard in the land lives?

Wiggles and Squire see him first- his great form wedged on the soil- looking back towards the sudden intrusion of the guests. He is a great sight to behold- the white dragon wizard of the mountain. Kobolds naturally find the form, voice, and presence of a dragon inspiring- even an object of worship in some cases- but these kobolds have enough restraint to simple acknowledge their excitement that their predictions were correct!

“Ahh. Guests. How dreadful. I suppose I'll put on some tea.”
>>
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Within a few minutes- the great wizard speaks to some of them. He is an enlightening presence- but one that does not take too kindly of accusations of cruelty.

“I'm sorry what has happened to your friend- but such things cannot be avoided. I have only separated myself from the world as the ages grow long. Every guest who comes to me asks for my knowledge- simple charging a fee or keeping them away doesn't work. My measures get more extreme each time- the fact YOU managed to get here together shows me I need to work on it more. But I am bound by the ancient rules of hospitality. I, Arabamnon, must answer one question- not one for each of you, mind, but all of you.”

“Why don't you just share your knowledge with everyone?” - one voice asked.

The ancient wizard sighed. Some in the party were confused as to how anyone could dare question this being. Some did not wish to say anything- the Dwarves especially. They were afraid. Who could dare question an ancient one?
>>
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“...For each secret I give, I can not keep. These are the ancient rules. I am cursed. When I answer your question truthfully, I will no longer know the truth of it myself. The secret will be fully yours. Now, what is your question?”

Tordynnar, as a fellow elf, and the oldest and likely wisest among the entire party, decides to speak. In the Elvish culture, the only true title of respect one can give another is Elder, as while a King, Lord, Servant, or Teacher may all change with time- your Elders will always be the same.

“We seek the Star-Crown, Elder. The ancient crown of the King of the Woad. Where is it?”

The ancient elf, his presence and wisdom radiant from him towards the party, pauses. Clearly, he is parsing is ancient and long memory to find the truth. He bites his tongue- as if not yet ready to give up this secret, but finally, he gives you what you've sought this whole time.

“The Star-Crown is...”
>Far Away (Hexcrawl Adventure)
>Split into three parts (Face Three challenges)
>Mine. And I won't give it to you. (Fight the Wizard)
>>
>>5663436
>>Mine. And I won't give it to you. (Fight the Wizard)
oh cool, its that easy
>>
>>5663436
Now that's a good question...it's definitely not the last one.

Personally, I'm stuck between the first and the second. Long adventures to far-away lands are peak fantasy kino, but it depends on how long banana wants the quest to last. There's no point in having a long journey if we don't get to have a mighty adventure and take in the sights of exotic lands. So the way I see it
>Far away if willing to have game last longer
>Three challenges if it's gotta be a shorter one
>>
Wait a second. This isn't choosing which one we want to do. This *is* the challenge/puzzle. See how in the first post, Arabamnon is a dragon, the second he is an Ancient One, and in the last he is an Elf. Something screwy is going on here.
>>
>>5663436
>Will myself out of the illusion. All is not as it seems, and we may be in danger of yet another trap.
>>
>>5663436
Ah, truly a "Be all things to all men." situation then. Each seeing what they respect most. Could just be how the Wizard glamour's himself to avoid hostile confrontations

If this is a vote on how long we want the quest to go on for I'm happy with either of the last two options. But I guess that depends on the players/QM wanting to keep at it for the long haul.
>>
>>5663459
>>5663460
or he's just like a formchanging god and the statues trap got you paranoid
>>
>>5663468
A form changing god that just happens to be exactly what we all that he would be to whoever observes him?
>>
>>5663470
yeah that's like mythical-being-beyond-your-comprehension 101
>>
>>5663470
what we all thought he would be*
>>
>>5663443
>Far away if willing to have game last longer
>Three challenges if it's gotta be a shorter one

Also,
>Talk to the rest of the party to check what they see.

We failed the challenge of the Library... are we all trapped in some illusionary vision of the wizard we expected? All of the posts between the last library one here >>5662520
were seen as shadows >>5662521
>>5662523
>>5663430
until we all got to see the wizard we expected.

Also... I'm shown as being at the same head-height as the Elf sage in >>5663436
. NOBODY HAS YET REBUILT BENJAMIN. But I would WANT to be rebuilt... is this a trap upon current desires?
>>
There is no hidden option or trick or trap choice. This is simply deciding on where you want the adventure to go from here.
>>
>>5663436
>Far Away (Hexcrawl Adventure)
I don't think we've actually fully succeeded any challenges in this mountain yet. Doing the second or third option is just asking for a bad end. We need to get stronger first.
>>
>>5663742

Ah, sorry. The failure of the locks/statues and then the failure in the library/? has my bones on edge!

If you don't have a personal preference for how long you want to run it, then:-

>Far Away (Hexcrawl Adventure)
>>
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I figured we could use some healing in our future so I coloured in my sketch of our more magically inclined kobold.
>>
>>5663779
You are pretty good! Truly we are being carried by our lil' lizards
>>
>>5663436
>Far Away (Hexcrawl Adventure)
>>
>>5663436
>Far Away (Hexcrawl Adventure)
>>
Rolled 4 (1d6)

>>5663742
>Abstain
Wiggles decided to bask in the glory of the Dragon in this magical place and sing the Song of Truth. That which removed lies and deceptions and showed one the way.
>>
>>5663459
>>5663742
"Guys, I think I'm sick again! I'm perceiving a cube, as I should be... but I'm hearing the elf talking like they're talking to another, older elf. I think they're even speaking Elvish...."
>>5663471
"Nah nah, this is wizard. Wizard can't be a god...."
>>
>>5663436
>Far Away
"Onward to glory we goooooooooooo!"
>>
>>5663436
>Far away
>>
>>5663779
That's a cute Wiggles by the way.
>>
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The Wizard holds his eyes closed. He raises his hand, and a look of concentration appears on his face.

"My memory... I know where it is. Draw the secret out. Where is the Star-Crown...?"

He looks, and then his brow softens.

"I am ready. Write this down- I will not be able to repeat it."

Lad leans in to draw on the map and to note out the journey- the exact location is a bit of a surprise to most of the party in present; except for the Elves, who now understand very well why the Crown is there.

"The King of the Woad never left his secret fortress- and the Crown never left his head. He still sits on his throne in the ancient, ruined remains of what was once his hall. This is located on the Island of the Pines, in the center of the great lake. Somewhere on the Island is the Crown. But be warned- in his day, only those who were blessed by the Elk-Spirit could find the secret grove where he and his closest companions lived, and none could enter his majesty's hall uninvited. This is all I may tell you."

And with that, the Wizard opened his eyes, and a look of sad, almost pitiable forgetfulness crossed over his face. When a party member mentioned asking for a clarifications, he simply looked at them confused, as if he had never heard of the King of the Woad or the Star-Crown in his entire life.
>>
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Soon enough, a course is plotted and a chart is made.

To even reach the great lake, you must first pass through the Secret Swamps that you avoided the first time coming up to the mountain- but not this time. Then you must pass a bridge over the Deadly Chasm, before travelling down to the ruins of a mysterious abandoned town known as Mistfall, before crossing through the only gap in the great wall and avoiding the War Machine, before finally reaching the shore of the lake. Hidden away inland pass these dangerous and massive landmarks- you have quite the journey ahead...

The Wizard watches as you prepare to leave. He almost looks sad. He seemed eager to make you go, but also sad to be so alone. Despite this being's apparent immortality, strength, and mystery- he is just as prone to anyone else to feelings of loneliness. Maybe he'd be willing to help?

Note: Everyone is allowed to vote on all options of this choice.
>Ask to stay an extra night to mend up your wounds
>Request to use his workshop and craft a powerful artifact for your team
>Steal some of his treasure while he's not looking (carries risk)
>Have Wiggles get tutoring in how to perform magic with the spell scroll
>>
>>5665066
>Request to use his workshop and craft a powerful artifact for your team

Give me 30 minutes in ur workshop and I’ll build a thingamajig of great power… Or blow up the whole place. Either way entertaining
>>
>>5665066
>Ask to stay an extra night to mend up your wounds

"Friends, I am still badly hurt and I think I'm sick again.... Can we rest a little bit before we go down all the stairs?"

"Also, friend Wizard man, if you want, we can go find this crown thing and after we do that, I will return to tell you all about it!"
>>
>>5665066
>>Ask to stay an extra night to mend up your wounds
I think we have a few wounded
>>
>>5665066
>Ask to stay an extra night to mend up your wounds
>>
>>5665066
>>Have Wiggles get tutoring in how to perform magic with the spell scroll
>>
>>5665066
I wonder which one is better...i mean, staying an extra night seems nice, but at the same time we could heal *outside* of here, can't say the same for getting an artifact...and i still don't have an item of my own.
>>
>>5665066
By 'everyone is allowed to vote on all options', does that mean we're allowed to vote for multiple options?

>Ask to stay an extra night to mend up your wounds

"I'm still all in pieces! Unless I can learn to rebuild myself, I'm going to have to ask someone to put me back together. Unless..."

>Benjamin got no level up because he lacks a class. Could he get the Wizard to teach him one, or some magical means to reassemble his self in downtime?
>>
Benjamin was rebuilt in the library when the party was studying the books.
>>
>>5665066
>Have Wiggles get tutoring in how to perform magic with the spell scroll
We can recover any other time. The other options are a unique opportunity.
>>
>>5665189
Good point

>>5665066
>Request to use his workshop and craft a powerful artifact for your team

Because i'd like an artifact.
>>
>>5665066
"Squire knowsss better than to ssteal from a Dragon'sss hoard. But a crussade is long and full of trib-... tribulay- er... hard sstuff. Maybe Wizard wont mind our company if we sstay and prepare? Jusst one more night?""
>Any but option 3 really idm.
(But if I have to pick.)
>Ask to stay an extra night to mend up your wounds.

>>5664811
Cuteness as natural armour is a racial trait, surely. Once drew one Kobold, I couldn't not do the other. Might've been presumptuous to draw someone else's character but I hope I managed capture some of his character.
>>
>>5665212
>Might've been presumptuous to draw someone else's character but I hope I managed capture some of his character.
I don't think anyone here would object to having their character drawn.
>>
>>5665212
>>5665379
The dude LITERALLY introduced his character as being cute and requesting it.
>>5643413
>>
Yes. I like the cute drawing of Wiggles.
>>5665212
>>5665066
>Abstain. Wiggles did not presume to demand of a Dragon.
>Show the Dragon Wizard the map that was drawn and re-inform them of location of the King of the Woad and the Star-Crown. Knowledge should not be lost to the either. That would be wasteful. It should be consumed and reproduced. Wiggles believed that the Wizard could re-learn what had been lost, and escape the cycle of degradation.
>>
>>5665181
>>5665185

He was? Huh, I know his loose Skull was being held up by a Kobold then, but I didn't realise he'd been rebuilt after that. In that case... for Benjamin personally, the best option would probably be to use the workshop, as he has no need for mortal rest. But for the team as a whole, it'd probably still be better to rest the wounded so that we don't loose half the party in the first encounter tomorrow.
>>
>>5665066
>Ask to stay an extra night to mend up your wounds
>>
>>5665066
>Request to use his workshop and craft a powerful artifact for your team
All craftsdwarfships is...
>"Just for the record, how do you feel about adventuring, Ancient One?"
>>
>>5665066
>Request to use his workshop and craft a powerful artifact for your team
Hell yeah, Myron will help with what he can, his hands arent the best for crafting but with his +2 and his hammer im sure he can pound out some metal with some dwarven tips from his buddies on the short side
>>
>>5665066
>Ask to stay an extra night to mend up your wounds
>>
>>5665405
Can we get a rundown of who in the party is currently wounded? Whilst I'd like to change my vote to:
>Request to use his workshop and craft a powerful artefact for your team,

I don't want to do so if it would hang many wounded out to fate's mercy.
>>
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Rolled 14, 1, 9, 8 = 32 (4d15)

>>5665641
The Wizard looks confused, and after a moment, shoos Wiggles away. "It is no use. You would not understand."

>>5665955
"I've done plenty of "adventuring" in my time. The progress of power necessitates it. It is unfortunate that the ones who seek such things are, by definition, the ones most likely to find them."

>>5665086
"I'd honestly much prefer if you did not."

>>5665212
"...One night? Alright. Be gone by the morning."

You've decided to ask the Wizard to stay a night in his castle to tend to your wounded- especially after it was his statues that did you in. He agrees. Within the castle, you find the air strangely calmer- though you were warned not to touch anything too expensive looking, or any mirrors. You refrain. The many baths and luxurious bedrooms act as an excellent place to rest your weary bones- and other body parts.

All injured party members have been restored one injury! Because of the high quality accommodations and the relative safety of this place; no healing rolls are required.
While those with deeper or more serious wounds are still bandaged up and not fully mended- only Grimbold retains any damage from your previous adventures. Of course, the Dwarf doesn't complain about it.

That morning, you find the polished wooden dining hall in the mountainous stronghold to be filled to the brim with edible foodstuffs. Strangely, everything is based and made with eggs. The Brombles, having access to the grass anywhere anyway, simply refrain from this meal- but otherwise your party is fully provisioned, stocked up, and good to go.

"This was nice. Thanks for visiting. Don't come back."

And so, after a long climb down the spiral staircase, you set out towards the swamps at the foot of the mountain...
>>
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...When suddenly, while passing through an unsuspecting clearing, the ground feels wet and softer then you'd expect.

Talon, Scrim Yellowfrand, and Tordynnar have accidentally fallen in deadly quicksand! They begin sinking and are helpless to escape on their own! Benjamin was with them, but given how lightweight he is- he just stands on the top of the wet earth confused why all the living people can't seem to keep up with him.

Rules
Some Hazards, Enemies, or Ghosts may be marked as being Lethal. Lethal things automatically kill the character who takes the hit or damage from the source of damage- regardless of their class or level of injury. Benjamin is not alive and therefore, cannot be killed. He is immune to lethal damage.

While Lethal threats are very dangerous- they can still be blocked or avoided with standard rolls and protections. For example, a Ghost whose curse is lethal is still safe with a prayer, a Shield can block a lethal attack from a monster, etc.

In order to free these party members, you will need to roll for your Strength. Roll your Class Die, minus any benefits from equipment or combat bonuses- Fighters roll their standard die. The exception is Myron, whose might affects his whole body- even in situations like this.

Quicknote: This is the last time Sages can boost a roll with a +1. After this, this mechanic will be removed from the game. Just a heads up.

If you roll a 4 or less, you are pulled in with them and will also need rescuing. If anyone is not rescued from the quicksand, they will die.
>Roll to pull someone up
>Make a Vine-Rope to add +2 to the next roll (Easy Skill roll- one use only)
>Cast an "Ascending" Spell to raise the party from the muck (Wiggles only)
>>
>>5666266
What's the difficulty to pull someone up?
Does being an Experienced Rogue, thus good with Hazard, open the possibility to do a Hazard roll to avoid the quicksand?
>>
>>5666266
"Helvede! I've been far too long outside of the homelands...how could a gnome find himself lost in a swamp?!"

A shame i can't roll for a skill test or anything, that would have been a good use of my skill.
>>
>>5666267
5 or higher
no, it's Strength
>>
>>5666266
How does Benjamin work with 'easy' Skill rolls... are they the same D6+3 - get less then 6 - as hard skill rolls for him?
>>
Rolled 3 (1d10)

>>5666266
>>Roll to pull someone up (Tordynnar)
Since Tord saved his life, it's only fair that Twink helps him back
>>
>>5666276
man, you should have let me die
>>
>>5666272
Roll 2, 3, or 4 and you succeed.

Skill rolls are making a pair (easy is pair +1 range)
Hazard rolls are roll under your max or else.
>>
>>5666277
It's not too bad; Lad can give you a +1 to this to both stop you falling in AND save Tordynnar. A shame Sages are going to loose this useful ability...

>>5666279
Ahh, fair enough. But I'll hold off on rolling, then; better to leave the vine-rope to a Gnome or a Rogue.

Once Twink/Tordynnar are safe and another guy's been pulled out, I can use my Auto-3 and any Sage who hasn't acted yet to give me +1 and save the last person... but this is best left until there's only one guy left to be sure nobody else needs saving first.
>>
Rolled 7 (1d10)

>>5666266
Squire swiftly scampers to the edge of the quicksand and extends his polearm to reach out and snag Scrim with its blunt hammer. Digging his claws into the bank he attempts to heave the gnome out.
"Try not to ssstruggle friendss, you'll only sink faster!"
>>
Rolled 7 + 2 (1d12 + 2)

>>5666266
Myron stretches out his horns for anyone who can grab and lifts!
>>
>>5666294
Its actually 5 see >>5666270
>>
>>5666441
..Ah. Then, I have absolutely no chance of doing anything this encounter, so my main role is to do nothing here and not get in the way any further.
>>
>>5666453
you could make the rope, the rogues are trapped anyways, besides Junior who I think got mad and fucked off
>>
>>5666441
>>5666453
Though...could two of Sky-Hoof/Lad/Wriggles both give you their +1 and bring it to a 5?
>>
>>5666494
We'd probably be better off having them use the spell scroll
>>
Rolled 1 (1d6)

>>5666493
Scrim just got free ( >>5666359 )
and ( >>5666430 ) probably just freed Talon as well, so I think both Rogues could have a go now? And either is more likely to get the job done then Benjamin would be...

..but I think I've been misreading the vine-rope, I've been assuming only one player could make a rope, but it's just that each rope can only be used once when made, right?

So...

>Make a Vine-Rope to add +2 to the next roll

Here's hoping for 2,3 or 4...
>>
>>5666266
>This is the last time Sages can boost a roll with a +1
So, will we be getting anything to compensate or are sages just going to be mostly useless in combat? I can understand the angle of sages always being useful, but it’s not like fighters have the opposite problem of being useless in magic encounters. They can pray and be useful, and even still they can theoretically roll low, but many enemies will just be impossible for sages to hit.
>>
>>5666276
+1 my Gnogga Twink other sages help my gnogga out
>>
>>5666634
You can weaken armored enemies aaaand... that's it.
>>5666641
You are not a gnome you can't use that word
>>
>>5666266
>>5666276
>>5666641
> +1 to Twink's roll to get them up to a 5 and finish saving everyone. ( I am aware that the scroll is an option).

Wiggles wiggled the fingers to extend a branch that Twink could use to escape the sinking pit with their quarry.
>>
Rolled 4 (1d10)

>>5666261
>Roll to pull someone up
>>
>>5666908
With the bonuses from Lad and Wiggles we already had everyone out...

Can we get one more plus one to avoid William falling in? Sky-hoof maybe?
>>
>>5666908
+1
>>
Everyone's on solid ground now then, including Willy?
>>
>>5667008
Yup.
>3 in the drink.
>Twink rolled 3+1+1 (Lad & Wiggles assist) saves Tordynnar.
>Squire rolled 7 saves Scrim.
>Myron rolls 9 saves Talon
>Ben rolls 1 and ties himself in knots.
>William rolls 4+1 (Sky Hoof assists) saves himself an embarrassing dive in the mud.
>All good.
>>
Thank you Myron.
Your strength is really something out of this world.
>>
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After some tugging and pulling; the stronger party members are able to help the ones who accidentally got stuck in the deadly quicksand. Luckily, even Twink and William, who almost fell in themselves, are able to escape. No thanks to Benjamin's rope skills. William somehow has gotten his armor even filthier, but other then that, everyone is safe and sound.

However, in the meanwhile, a strange little voice starts talking to Wiggles. The small kobold whirls around before finding its source; a small frog that's stuck to... the bottom of a leaf? It's an upside down frog. And it can talk.

"Psst- the Wizard! The white-head! Did you just come from him? Grr- curses! You should have come by my way first."
"Uhh..."
"Did he tell you any secrets? Yes? Good! Empty that rotten old head of his- like the corpse of a deer after a swamp-sucker has had its way with it. You should have stayed there, empty every single thought in that worthless old brain of his until he is nothing. That is the promise of my great curse I put upon him."

Wiggles turns to the rest of the party to see if anyone else can see, or hear, what is happening right now.

"No, no. There is no need- you are the only one I need. That scroll. Throw that scroll into the muck. Let it be lost forever- let its words be filthy and feed the worms. Let it be lost forever; his words gone forever. If you do this, I will reward you."

>Throw the Scroll into the quicksand and lose it forever? (Only Wiggles can make this choice)
>>
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After trudging through the damp and humid swamps- carefully avoiding any quicksand- the party finally reaches the end... and comes to a bridge.

"It's a bit more precarious then I imagined..."

The old rickety bridge is the only way across the great chasm- a huge fault in the earth that scars the land and separates west from east. It swings slightly in the wind, some of the boards look a bit rotted. You get your heaviest party member, Bluemane, to put his hoof on the bridge and give it a few gentle presses- it will hold your weight, that's for sure. You really don't like the look of this still, but to march around it would take literal weeks through unkept wilderness- you can see the great wall just across from this huge chasm. All you have to do is reach it and follow along until you reach the breach in the wall and you can finally reach the great lake...

"So, who's going first?"
>Select one character to cross the Bridge first
>>
>>5667067
>Scrim Yellowfrand
He's small, he's quick, he'll be fine!
>>
Oh and if anyone volunteers we'll just have them go first to make it easy
>>
>>5667067
"Perhapsss our little friendss should carry some vines acrosss first? Sso we can make the bridge sssafer?"
>>
>>5667069
>>5667074
"...Huh?? Me? Lort....Alright. I shall go first. But if i I perish, i shall haunt you until the ends of the world!"
>>
>>5667093
"Godspeed, little man."
>>
>>5667093
"If you are sure, my friend? I could still take your place, if you would wish - peril holds no fear to one already dead, outside of inconvenience..."

"...but if you are set, then I will wish for the best of fortune to guide you!"
>>
>>5667108
"If that bridge falls without one of us on the other side, we will be forced to spend weeks travelling around this chasm - and you do not possess the alacrity to achieve this."

If the bridge fals it will most likely be a hazard roll, and benjamin is almost certain to fail those
>>
>>5667142
Oh, uh, typed wrong
>>
"If you prefer, I can do it Sir Gnome."
>>
>>5667218
"You're far heavier than me - the risk is much increased. I'll do it right quick and you can throw me a rope or vine after."
>>
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Scrim has decided to go first. As a small and lightweight gnome, he seems the most apt to look out for danger. As the party begins to travel the bridge- they find themselves shunt forward by anticipation and the obvious potential of a trap on the opposite high rise- they form a column and take to the bridge quickly; eager to get away from the biting flies and foul smells of the swamps behind them. Soon, the entire party has found the bridge more then capable of supporting their weight- finding no more reason to wait, they begin their crossing.

Beneath them is the chasm. Suspending in the air- the suspicious yet still sturdy bridge makes them feel uneasy.

“Hope nobody is afraid of heights! Hey, aren't dwarves afraid of heights?”
“No no- Dwarves live in the deepest places!”
“They don't fall into them though...”

About halfway across the bridge, however, Scrim begins to slow down. Feeling his weight on the creaking wood beneath him, he finds himself feeling a little nauseous. Out of nowhere, he gets this sinking feeling that something is wrong. That at any moment, they could fall. Like this bridge isn't even there- what if he shifts his weight wrong? What if he falls between the boards- he is a small man after all.

“Oogughh...”
“Scrim, you okay?” Someone asks.
>>
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”...jump!”

There is a tiny voice. Something that only Scrim can hear at first, but the Elves pick up it next, and soon after the rest of the party. There is a voice coming from below. It is almost playful.

”come on, Jump! You have to jump!”

Scrim falls flat on his face, clutching the boards for dear life, staring down into the black abyss below.

“No... No- we're gonna fall! We're all going to die!” Scrim blurts out- much out of his own nerves. His sudden panic rocks the bridge- but thankfully he is so small and lightweight, he doesn't upset the balance too much. There's no threat of him truly capsizing this construction- as untrustworthy as it has proven itself to be.

”...you can save them! If you don't jump, they'll all die!”

“I- I have to jump!” Scrim blurts out- causing great alarm from the party behind him, still recovering from his earlier outburst. To everyone else, he simply stopped in the middle of the bridge for no reason- it is only now do they begin to realize what is happening. This chasm is cursed, and Scrim has become possessed!

“What are you doing, foolish Gnome! Get away from the sides, you'll slip out!”
“No! I have to jump- the bridge will collapse if I don't!” He draws his knife- “If you don't let me jump, I'll cut the rope!”
“Yellowfrand lad... you're not thinking straight. Give us the knife.”
“No! I-I have to jump!”
>>
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From below, the voices get louder. The sensation of something trying to pull you down- you make you doubt your own senses and instincts, the vertigo- it's all coming from the black chasm below.

“Jump! Jump! Jump!”

The Sages of the party raise their implements of magic- the dark spirits swirl below. Ghosts aren't supposed to be able to interact with the physical world- but if one could turn over the bridge- the entire expedition, not to mention all of your lives, will be lost!

Rules
Scrim Yellowfrand is possessed and must be restrained or else he will drop you into the pit below, killing everyone. Someone must roll over his maximum possible die roll (6) to restrain him. While Scrim is not in his right mind, the gnome's player may roll and replace this requirement with a lower number, if his roll is lower.

Reminder- Magic Rolls are your class die and roll under or equal to the Chorus value to succeed. If a Sage rolls a 1 or 2, it counts as a critical spell success and increases the Chorus by 1 of that magic roll.

The Profane ability means that this spirit ignores prayers. If a being has Disruption, that means that they upset or distract magic users from plying their craft. All magic rolls must add a +1 to their roll, making them more likely to fail.

Call of the VoidLethal
Chorus- 3
Seals- 3

Hecklers from Beneath Profane, Disruption
Chorus- 5
Seals- 2

>Restrain Scrim Yellowfrand (Strength Roll)
>Pray (Protects next poster + chains)
>Magic Roll (Select Target)
>Jump (Defeats Call of the Void, but you die. Benjamin will instead be lost at the bottom of the pit forever)
>>
>>5667254
Motherfucker, glad we put him at the front.
So, can I shoot these things? And can we use Breathe in this encounter since we are short one sage for the seals?
>>
Rolled 6 (1d6)

>>5667254
Alroight, let's see if we can make it easier Scrim's gotta fight back.
>>
>>5667261
Damn, no luck. One of the brombles should restrain him quickly before we get a TPK
>>
>>5667254

"DON'T jump! DON'T give!
Stay up! and live!
We'll make it cross this chasm!
DON'T cut! DON'T crouch!
DON'T even, cry out 'ouch'!
And when restrained, please don't have a Spasm!"

...people, should I use my auto-three and start clearing the hecklers away, or save it for when the Hecklers are gone to use against the Call?
>>
>>5667263
Shoo the heckler away so it's easier to defeat the call of the void
>>
>>5667263
I'd say the hecklers since the call doesn't counter prayers
>>
>>5667260
You cannot use Breathe. However you are NOT a Sage short. Wiggles may participate in this roll, the decision to keep or destroy the scroll is retroactive, you just can't use it on this encounter. So the next time Wiggles post they can decide.
>>
>>5667254
>>5667271
Ok, I'll take it as a yes on the magic arrows
>Pin the Call of the Void. 5 chorus for next seal.
Twink shoots a magic arrow at the chasm! Maybe it'll help?
>>
Rolled 6 (1d6)

>>5667254
>Magic Roll (Hecklers from Beneath)
>>
>>5667305
Why is our luck so ridiculously bad?

>Use Hunch roll to turn 6 into 3
>>
>>5667254
>Hecklers from Beneath
AUTO 3.

Hecklers are now down, people. Those who want to Pray may now do so. Commence attack on the Call, and somebody grab that Gnome!
>>
Rolled 9 (1d10)

>>5667254
"Get back from the ropes, ye deranged Gnome! Aghhh, fine, I'll get you myself!"

>Restrain Scrim
>>
>>5667339
That's enough

And with those two rolls, the hecklers from beneath are gone. All that's left is eating the call of the void.
>>
Rolled 4 + 2 (1d12 + 2)

>>5667254
>Restrain Scrim Yellowfrand (Strength Roll)
"GET AHOLD OF YOURSELF LITTLE ONE!" Myron says panicked, not willing to lose another of his herd
>>
>>5667342
"Fuck me hes slippery!"
>>
>>5667342
Mate we already did it, you just wasted a roll
>>
>>5667367
Nice!
>>
>>5667372
Yes, but we need to stop the call of the void or else the magic will kill us all
>>
We really need to get that call of the void sealed if we don't wanna get TPK'd
>>
>>5667526
nothing to do but wait for the sages to turn up
>>
>>5667529
Others can pray and try magic rolls themselves
>>
>>5667533
Yeah, call of the void doesn't have 'profane' so prayers work
>>
>>5667254
Squire decides his best course is to simply
>Pray
And have faith in the work of his sage friends.
>>
Rolled 6 (1d6)

>>5667066
>>5667254
>>5667590
>No. Retain the scroll. Eat the frog.
>Magic Roll (Call of the Void)

To toss away knowledge. Never. However, frogs were delicious. Grabbing both edges of the leaf, Wiggles rolled the frog up in the leaf for lunch. Was devouring evil and ignorance healthy? Who knew? Wiggles preferred to devour knowledge.

At the bridge, Wiggles once more heard the call of despair. Shoo Shoo unhappy voices. Wiggles had no wings to fly.
>>
>>5667662
Damn, we gonna die.
>>
>>5667664
We're okay as long as we pray.
Let us bless for our sage's success.
>>
>>5667666
There's [3] seals, people need to start rolling or else we're goin to end taking a deep dive.

Like, maybe if bananas is feeling particularly nice he might give us the opportunity to try to hold onto the bridge when it flips but i doubt everyone will have the capability to do it.
>>
>>5667666
I hope at least one of Sky-Hoof or Lad manages a 1 or a 2 on their roll, because we're probably going to need Talon (and perhaps even William, should he fail) to try for the third seal on the call of the void...
>>
>>5667673
who's left to roll, skyhoof, lad, urist, talon and william... Junior and Bluemane if we get new players.
Worst case scenario, the last player left should take the plunge
>>
Rolled 4 (1d6)

>>5667254
>Magic Roll
>>Call of the Void

I got ye lads
>>
>>5667677
>>5667254
What else can the dwarf do but
>Pray

I can't roll magic on those choruses as a Fighter, so shit, man.
>>
>>5667698
Yes. Yes you can. Everyone can try to seal stuff...

Are we really getting TPK'd lol
>>
>>5667698
>>5667699
OKAY, RETRACT THE PRAYER, I DIDN'T UNDERSTAND. IT'S CLASS DIE, ROLL UNDER CHORUS RIGHT?
>>
Rolled 8 (1d8)

>>5667254
>Magic Roll Call of the Void
>>
What the hell. We are getting tons of max rolls on the magic check. We need to get people praying and rogues doing magic checks
>>
If no one succeeds, I'd rather an inactive party member jump than everyone getting TPKed...
>>
(Wait, I thought the TPK was the danger of Scrim cutting the rope, which is why we restrained him. Once he's restrained who is the call of the void affecting? Are we just trying to snap him out of it or is there further danger to the whole party?)
>>
>>5667710
Pretty sure either was the hecklers who possessed scrim or something. The danger of call of the void was the ghost turning over the bridge, thus "lethal"
>>
>>5667715
(Idk it doesn't read that way, aren't lethal options only fatal to those who fail their rolls against them?

Well regardless our fighters should pray then our rogues and sages attempt to neutralise. I guess we could throw Bluemane overboard if all else fails in the end since noones controlling him if the alternative really is a tpk?)
>>
>>5667721
I reckon its fair, it would suck to TPK or lose an playing member while the party hasn't even completely rolled.
>>
Rolled 4 (1d10)

>>5667254
>Pray (Protects next poster + chains)
>>
The Call of the Void has been satiated. There is no more reason to roll for this encounter. Next update soon.
>>
>>5667775
>The Call of the Void has been satiated
lad's fucking dead guys
>>
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With Urist and Myron holding back the poor possessed Gnome- the rest of the party get to work trying to dispel the spiritual darkness that has overcome this chasm.

Twink's arrow is fired into the abyss, and while nothing is struck by it, it seems to make the very darkness recoil back- though the magic of the party cannot seem to overcome the darkness below...

All of the sudden, Tordynnar sees it. He raises his hand to cast a spell to dispel the heckling spirits from below- but his eyes go wide. The prophecy! Days ago, he stared into a crystal ball, and saw this very moment. He plays out his part- a spell to silence the voices below- he sees the flashing steel from Scrim's dagger halfheartedly trying to stab through Urist's breastplate. There is only one thing missing- a scream.

>>5667689
Lad is sure enough on his feet. He reaches out for the rope to steady himself as he feels a sudden surge of vertigo, his spell blowing back on him, ineffective on the abyss below- and then with a motion that is half drunken stumble and half yanked from an unseen hand- he goes over the edge.

"AIIEEEYYYAA!"

Lad has died.

With the unintentional sacrifice made- the chasm below seems quiet again. The party suddenly regains their barrings- and quickly stumbles up to solid ground.
>>
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"Ahhh! Yes! Solid earth! Grass!"

The Brombles get to work chewing on the grass in pure bliss to be away from that evil chasm. While the rest of the party rests- Scrim comes to his senses. He is haunted- he has no explanation for the way he acted, it was simply beyond his control. But he knew, that at some point there, he was ready and wanted to jump. He was going to do it. He remembers staring down into that abyss and wanting nothing more then to fall in- and somebody in the party had to die for it too.

Not all experiences lead to strength or growth. While his experience with the spirits did not leave him cursed- he can't help but feel like he is changed by this. Scrim Yellowfrand has been traumatized. He is now permanently afraid of heights and will refuse to climb anything- maybe even if his life depending on it.

Being unable to seek vengeance, or even recover their friends body, the party simply has to move on. After a short break, they begin their march again.
>>
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While they are quiet for some time in mourning and shock- the party quickly recovers to their old selves again. Here they walk along the landstrip- a part of the land bordered on one side by the great wall and the great chasm- a common road traveled by those brave enough to face the interior of this land.

"...Who do you reckon made this wall?"
"What do you mean? The Elves did. Shouldn't the Sages know?"
"WHAT!? Elves! Everybody knows Elves don't work with stone- this is dwarvish work!"
"I thought some humans did it..."
"Pfft- don't make me laugh. Your race is too young to have even carved these stones."
"The Wizard would know- But I don't think we want to cross that chasm again to ask him. Or climb those spiral stairs again, yuck."
"It was OBVIOUSLY the Elves. The great wall surrounds the inner lake from attack on all sides- they built it to ward off attack."
"No- Dwarves built it to keep the Elves in!"
"Then why would they build towers that only face outwards? Foolish. It would only strengthen the Elves position."
"Wrong! Every other race would have to go over or around it- but the Dwarves alone can go under! It's a foolproof trap!"
"This is ridiculous. Nobody has dug under the wall- it's impossible to sap. That's Elvish magic, right there."
"If it doesn't involve a tree or shagging woodland critters, elves certainly didn't do it."
"Shut up!"

With two Elves and two Dwarves in the party- and neither knowing the full truth it seems- they look to the other races to resolve this. It has become a nature of racial pride at this point.

Who built this giant ancient wall? (Elves & Dwarves need not post. We already know where you stand!)
>Elves
>Dwarves
>>
Great, now i'm a rogue that cant climb...feels great. I suppose that's the reward for participating.
>Elves
>>
>>5667901
Peace out
>>
>>5667911
>>Elves
The towers face outward, and we're literally on an adventure to recover an ancient Elven artefact from the halls of their old capitol-fortress. Stands to reason that it's elven work... and that the War Machine and the great gap in the great wall are Dwarven Craft. After all, this wall is famously broken. Would that happen to a Dwarven wall, Grimbold?
>>
>>5667915
Sorry to see you go, Lad. Falling down a pit is a traditional way to lose fantasy wizards... for a time. Come back to us as Lad the White, perhaps?
>>
>>5667911
"After this adventure is over, we should all quit! This is horrible, so many dead!"
>Dwarves
>>
>>5667911
>Obviously, dwarves built them for their elven ally. This fortify elven position, without threatening dwarven underground.
>>
>>5667911
You BETTER choose the right side of history, guys.
Also, we are slowly but surely running out of sages, this is gonna suck.
>>
>>5667957
The worst part is that one of our sages that we *do* have is inactive.
>>
>>5667960
spyro doesn't count, he voted *once*, didn't even get through the intro
>>
>>5667960
I think our inactives are Bluemane and Doctor Crime? A Bromble Fighter and a Gnome Rogue. With the demise of Lad our remaining sages are Sky-Hoof, Wiggles and Tordynnar; all of whom posted in the last sequence.

The full party was set out in >>5648927
>>
>>5667976
Oh and if anybody wants to take over the inactives feel free to post and claim them. If you lost a character, feel free to take over one of them so you can keep playing with the same trip or whatever. I'd like a consistent player over taking a gamble with a random; but any randoms who WILL keep playing are welcome to claim a character.

If you want to make a NEW character, you will get ONE more chance before the final adventure. Keep lurking!
>>
>>5667911
"Knight mentioned the wall in one of his ssstories. He thought the
>elvess
made it long ago...
Squire hasss never seen a wall so long. Wonder if it encop... encumpas- er... goesss all the way around the land?"
>>
>>5667911
>Elves
>>
>>5667911
>Elves
Just seems more likely
>>
>>5667911
>Abstain
>Lick the wall. What does it taste like? Lime? Granite? Marble?
>Study the Scroll while the others discuss wall history.

Wiggles didn't understand the wall, but Wiggles had looked at the map. They could cross the wall here and skip the danger of the war machine. The wall wasn't tall. Maybe 4 brombles. Short enough for a ladder. Was there a need to go through the Mistfall? Well, the great dragon had laid out their path, so Wiggles didn't need to worry about optimization. Around the corner and through the gap, that was the way. While the others discussed these origins, Wiggles studied the Scroll, digesting the knowledge that lay within.

When they were ready to resume travel, Wiggles walked over to Myron the Strong and wiggled the fingers at the sky in the universal request for 'upsies'.
>>
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After much deliberation and brow-beating, the party has come to the agreement that the Elves were clearly the race that built this great wall. While the Dwarves still grumble- well even if the elves DID build it, the Dwarves could have done better. Besides, they were the ones who broke the whole in the wall, surely. Never would have happened to a Dwarvish wall...

Your Elvish party members feel elated. Almost as if Elves can sustain themselves on pure ego and racial pride- no wonder they're so smug all the time. Actually, come to think of it, you only ever see them eating green vegetables or little dainty pieces of elf bread- how else could they grow so tall?!

The Elves in the party have gained an ability. They may roll their die as being one size larger for Hazard rolls only. So Tordynnar may roll a d8 for Hazard rolls, and Twink a d12. This is their Elvish grace made manifest!
>>
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While most of the day was spent in idle conversation with hopeful spirits- the day begins to grow long as the shadow of the old town of Mistfall looms. You will spend the night there.

Once a prosperous town at the very tip of the great chasm- this town sits where the river meets the chasm, a small amount of water sluiced from the river falls down into the inky blackness below. This results in a constant stream of mist. The grass here is always wet with dew, and the soft sound of water falling on rocks, just dulled enough to be a pleasant sound instead of a deafening drone. It is said the town was built to keep the thirsty earth from devouring all of the fresh river waters- and still gave some as some kind of appeasement, but was since abandoned. Even since then, it still does its duty silently. It has instead become a sort of resting spot for travellers- most animals avoiding human ruins and the chasm finally being further then a stone's throw away. While you think the worst of it is over; nobody really wants to sleep on this narrow strip of land besides this yawning void...

But, as you approach the town, something unexpected happens. There is a... man, who approaches you. He comes alone, without weapons, nonetheless stopping your party's path. He wears a wooden mask and is covered in dark rags.

“Ho!” Someone says. “We are heading onto Mistfall.”
“Yes- we live there now. Please move on.”
“...But it is almost night-time. It's the safest place to rest!”
“Yes. That is why we live here. We have nothing of value. Please leave.”

This is unfortunate. This town is the only good stopping point from here to the edge of the Great Lake- and you'll need all the rest you can get for tomorrow. However, the sharp among your party can tell the way the stranger speaks- he is clearly nervous that a highly armed party of many adventurers is approaching his town. There are probably women and children there- he's clearly nervous.

While you don't mean this creature any ill will, you do need to stay in this town for tonight. Maybe there's a way to convince him?

Rules
This is a Skill Roll. For each category, roll your class die twice, or more if you are a Rogue, and take note of the distance between the two closest numbers. The lowest distance (range) you roll per category will be used. An exact match is considered a range of 0 and is a perfect successes.

Because this involves diplomacy, Humans get to roll an extra die for this roll, regardless of their class. You convince them to...
>Attack you with only (X) warriors
>Convince them to steal only (X) items
>Prevent their magician from cursing more then (X) people
>Give you (X) intentionally bad pieces of advice
>(Wiggles only) Cast a Glamour on your party to make the people give you supplies for your journey (Magic Roll)
>>
>>5668318
Hmm, this is kinda confusing. I dungeddit.
>>
>>5668321
Select a category and roll your class die twice. Any category NOT rolled for will be rolled for by me, and it will not be generous.
>>
Rolled 3, 1, 4, 5 = 13 (4d6)

>>5668318
Well the (x) is confusing, but what I know is that it's a skillcheck. You can only do it once, I'm guessing? Anyway...
>Prevent their magician from cursing more then (X) people
"Listen, fellow, we've had to see one ov' our own be dragged into the abyss by these creatures..we ought to have some rest!"
>>
>>5668327
Goddammit, of course I'd have the luck to somehow miss a pair in a fucking 4d6. Fucking hell. I just gotta look like a loser every time, don't I?
>>
Rolled 5 (1d6)

>>5668318
>(Wiggles only) Cast a Glamour on your party to make the people give you supplies for your journey (Magic Roll)

Wiggles wiggled the fingers, bending and re-weaving the lines of light that made up the visible spectral weave. At least, that's what Wiggles thought that it was named. Strong thing names. Masked they were, with feathered legs built for leaping and bent antennae built for sensing. Bending the spectral weave would not be enough. So Wiggles continued wiggling the fingers to mimic their musky smells and layer them with the sweet and delicious smells of the river. A smell sandwich to disguise the true nature of the travelers and make them seem more appealing. Would they like delicious friends, tasting their scent upon the wind?
>>
>>5668328
It's still a fine roll. Now instead of cursing X people they only curse one.
>>
Rolled 1, 2 = 3 (2d6)

>>5668318
>Give you (X) intentionally bad pieces of advice
>>
Rolled 8, 3, 5, 4, 3 = 23 (5d8)

>>5668318
So... Rogue (3d) experienced (+1) human (+1)
>Rollin' for attack
>>
Allright, we have 1 bad advice and thieves left
>>
Rolled 5 (1d6)

>>5668318
>>Convince them to steal only (X) items

"Let us compare this roll to a 3, for to equal a 3 would be most beneficent."
>>
Rolled 8, 10 = 18 (2d10)

>>5668318
"Squire isn't the best at wordss but maybe he can help by asssking them nicely not to ssteal his pretty red ssshield?"
>Convince them to steal only (X) items
>>
Rolled 7, 1 = 8 (2d10)

>>5668318
>Give you (X) intentionally bad pieces of advice

"Listen, we Dwarves don't take too kindly to bad advice! Last time me mother informed me about the advantages of marriage to a lass with a dowry bigger than her arse, I nearly spit out me brew!"
>>
Rolled 6, 3 = 9 (2d10)

>>5668318
>Attack you with only (X) warriors
"Settle down, lad. No one needs to die today."
>>
>>5668733
We already had them attacking with 0 warriors >>5668448
>>
Rolled 1, 3 = 4 (2d8)

>>5668318
>Prevent their magician from cursing more then (X) people
>>
Rolling is now closed. Unfortunately, I do not have time to update today.

In the meantime; tell me about these weird masked dudes.
>>
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>>5669310
If we take off their masks, would they die?
>>
>>5669310
Wearin' masks because people have a bad natural instinct for bugs! Because they're bug people.. right?
>>
>>5669310
"Are these the Lepidine? I heard that the Lepidine are a quiet, careful, cautious folk; prone to a belief that the more about themselves is known to others the less they will truly know their own minds; and so take measure to hide much of their identity from strangers. The Lepidine have wings, though - not good enough to truly fly, but enough to glide down safe from places high to low. But perhaps they're being hid beneath the rags?"

"...Or these might be another people. I've never been here before myself, never met a Lepidine either. I heard of them from a trader to Gravestone when that settlement was young, in the years of my own life. But he may have just been spinning a yarn for the locals."
>>
Wiggles observed the antennae-folk. Large mask with large eyes. Three fingers rather than four. Gray skinned, matching some of the rocks. Double jointed knees. Leaping legs? The feet were narrow, poor for landings and poor for swamplands. Running/grasping feet, like those of the bird. Perhaps this one was a flyer, or perhaps a being inefficiently shaped by magic.

The shadows in this valley did not match the objects casting the shadows. A sign of illusion and danger. Wiggles was already wiggling a song of community though, and couldn't also wiggle a song of truth.
>>
Rolled 1 (1d14)

>>
Rolled 4, 5 = 9 (2d10)

>>
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Through diplomacy and speechcraft, your party manages to convince the unusual masked people to let you stay with them in the ruins of the old town. Despite your differences and their distrust of you; the seeming leader of these strange people finally relents and agrees. His warriors, sneakily hiding just behind the hill, are not called in to attack- they are glad to meet this mostly peaceful resolve.

While you did manage to silence hostilities- their people are a superstitious bunch. One, with a special mask, watches you set up your camp in the middle of a set of ruins- and Scrim Yellowfrand feels a cold chill up his spine- he has been Cursed!

You speak to the mysterious masked people; and learn more about them. They wear masks to all outsiders except their mates and closest family- a sort of magic. They claim to see ones face is to know them- the same power you give when you give your name is the same as when one sees your face, or so they claim. With the magic inherent to some of your party members- this almost seems to be true. But the thought of living in a society where everyone wears a mask at all times... it just seems strange and unbearable to you! However, despite this core difference, you also set up a tenuous agreement to send explorers your way from Mistfall towards the lakeside of the Island- your staging area for your true adventure.

But as you speak to them- you hear rumors and knowledge of the trial ahead. To reach the lakeshore town, which is the only way to get to the isle of the pines, you must first pass through the interior of the great wall. Thankfully, the masked people are willing to spare some advice. But given the fact they are so eager to take things from others and their distrust of outsiders, you can just tell that one of these facts is a lie.

>The Breach in the Great Wall is safe.
>The High Path is safest.
>You can get a Useful View of the path ahead and track the War machines movements from the towers
>If you hear a Horn, it means orcs are coming and you should hide!
>The war machine cannot be killed, but you can damage it enough to slow it down to give you time to escape. This is better then trying to outrun it.

You sleep uneasily; the mysterious people a potential source. Not violent; but watching you opportunistically. Come morning, you find some of your items now gone. It seems they focused on the bows and arrows- perhaps an unknown invention among the mysterious masked Lepidines. Twink has lost his magic quiver, and Talon has lost his bow! There's no point in trying to recover them from the people- there are too many of them, and they will lie for each other. It's best to just swallow your pride and leave it be...
>>
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Finally, after another half a day's march, you arrive at the Breach. It's a huge crack in the wall, big enough for three brombles plus extra, the approach covered in unusual brairs that barely look like they belong there. The ruins of the wall, as unbreakable as the erected stuff, is made up of pieces that are too large or small to be of any use to industry or magic. Even a pinch of that rock-grit can command a decent price in a magic bazaar.

The only point of passing of the great wall. Strangely enough; the wall is not even known to have a gate among its many long miles, making this the only way through. The area inside the Great Wall was once the heartland of the King of the Woad's kingdom; a great and magical land, which to this day still retains much of that power. In the same way plants twist away from shade, people naturally migrate away from lands where magic and chaos reign.

Look- you can see it! The Island of the Pines, the great secret island palace of the King whose crown you are questing for! The Island is not far away now; you must simply pass through the interior of the great wall- which is a bit easier said then done. This is because, despite the fine weather and magical conditions of the inside of the great wall as created eons ago by the great Elvish King, where nature is strong and healthy and the leylines cross; you may be unlucky enough to chance a meeting with the War Machine.

An automaton being created in a past war; this mess of metal, woods, wheels, and flesh is a horrible monster that yet still lives far beyond its intended battle's ending. It was given the power to repair itself, and unlike most constructs made of magical alchemy or enchanting, the war machine is closest of all of these things to a living being. It consumed the ancient rusting breastplates of old soldiers to give itself thick armor plates. It moves around on great wooden wheels from trees it consumes itself. The War machine is also supposed to be totally indestructible; if it spots you, it will stop at anything to crush you under its wheel or kill you with one of its many cruel and unthinkable weapons from crafters and tinkerers of a breed long since dead and brought back down to Earth. It is unlikely that any other weapon in the world could but more powerful then the War Machine.

But with some luck- we won't run into it. You'll be thankful that you don't.

Prompt
>Burn the bushes to check for traps or wild creatures laying in ambush? (Yes / No)
>Take the high path through the inner land? Or take the low path? (High Path / Low Path)
>Check the towers for supplies and to scout out for the Warmachine before entering the inner border of the Elf Kingdom.
>>
>>5671043

"The Towers only face outward, that was what was said when the matters of Elves and Dwarves was discussed, was it not? If the towers only face outward, then you would not see the inner lands from them... suggesting that the 'useful view of the path ahead and track the war machine's movements' may be the lie. For it is a simple lie that would divert us to climb a tower, and one I would have been tempted by myself."

"Therefore;
>Burn the bushes to check for traps or wild creatures laying in ambush? - No; the Breach is safe.
>>Take the high path through the inner land? Or take the low path? High Path is safest"
>>
>>5671108
I'd go for
>Check the towers for supplies and to scout out for the Warmachine before entering the inner border of the Elf Kingdom.
I think the lie is either on orcs or damaging the war machine.
>>
>>5671041
Motherfucker, cursed?

Goddamnit. The ancients created gnomes for their fucking torture. I am THIS close to going full redcloak on your ass, bananas.
>>
>>5671043
Well, uh, given the near constant string of horrible things happening to him, Scrim, i reckon, would be in a pretty bad mood, so he'll just wait for someone else to make the decision and wait for whatever horrible thing will inevitably befalll him next while cursing the ancients.
>>
>>5671108
"Squire is sorry he didn't convince the bugmen to not steal the boss and arrowsss. Wasss too worried about nice red ssshield."

>>5671108
+1 to this.
Good deduction work Mister Bones.
>>
>>5671043
>Burn the bushes to check for traps or wild creatures laying in ambush? - No; the Breach is safe.
>>Take the high path through the inner land? Or take the low path? High Path is safest"
Well, there goes my one semi-useful skill, not that it actually helped
>>
>>5671108
"Ahhh, that there's good thinkin'! Ye'd almost thing you've got a brain in that skull, Benny!"

+1
>>
>>5671043
>>5671108
>+1; Support the Benja Man.

Wiggles hear the Benja Man. The logic was there. Fires attracted attention, scouting and tower climbing brought Nightfall. Wiggles had ulterior concerns though. How would one defeat a regenerating war machine designed to breach Elf-Home? Warp Wood to warp the wheels? Maybe, but the machine was likely well warded. Illusions to distract the machine? Wiggles did not know the Machine Mind. Risky. Strength to empower the warriors? Perhaps. Strength and speed to empower the Squire to jam a peg into the machine? That seemed best. So Wiggles studied the scroll for the secret of imbuing the little man with great power, while pondering the Creed of Ludd.
>>
>>5671108
+1
>>
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You move on through the breach- and looking back at the towers, you realize there are no windows on the inside of the great wall. Turns out, that must have been what the strangers were lying about. It would have been completely pointless to go up the towers for a lookout.

"But why no windows on the inside?"
"Probably so if anyone did take the wall, they couldn't look out and spy on the defenders as they tried to take it back. Does seem to be a bit of an oversight though..."

With that knowledge in mind, you know the other things the strange masked men must then be true!

As you explore the inner territory of the great wall, you decide to take the high ground- the hills and path that leads over the dips and depressions in the ground. At first you worry this makes you too visible; but then you spot something curious. Strange fog; a sickly yellow with powder floating within, has collected in the pits and low grounds in this place; and within you see dead things. Rabbits, flowers, birds, mice- and scavengers who wished to feed upon their corpses. You get a very bad feeling about these strange clouds- and pass on quicker.

It is then you hear a loud horn- that must mean orcs! Orcs aligning to battle! You feel exposed, but find a nearby copse of trees to hide in...
>>
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Finally, you see it.

There is a great machine among the hills in this inner land. It is a large circular thing, made of paneled woods and metals, of a shape that makes access to its wheels or crew within impossible. The machine, known only as the War Machine has haunted this place since as long as anyone can remember.

The Orcs, a powerful race of pig-like humanoids with a penchant for violence, let out a loud roar and then charge the machine- there is an army of them, three score or more, who come in to cross blades with the machine. Your party instantly knows the orcs will smash that machine to pieces- but as time goes on- you realize that is not the case. There is no greater feeling that you are witnessing not a physical battle of bodies and machine, but an almost cosmic conflict of something else.

The orcs in all their strength attack the machine again and again, pointlessly smashing their hammers and swords against its plated outside, before it spins, its blades and inner compartments opening to stab and thrust outwards, digging into the orcs and slaying them. Its wheels turn, its great body rotating its parts cocentrically, knocking away anything stuck within its planks and confounding any attempts to climb the machine- it bellows forth the devilish smoke, which an unfortunate orc is caught within and writhes on the ground in apparent agony.

There is a great squeal as the orc warband finally routes and runs- and the character of this dreaded war machine becomes clear. The invulnerable machine is nothing like the stone statues you tangled with within the wizard's sanctum; as those machines were simply animated but some kind of magical energy, and did their duty not out of malice but as that was what they were made to do. This machine, on the other hand, contains malice. It turns its great hidden metal wheels over the fallen orcs, trying to crush skulls and hands with great cruelty, spinning its body to slice through the routing orcs like felling wheat and cutting through the chaff- what purpose to all goodness does this thing serve?
>>
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...And then, it is upon you. Faster then you thought it could, somehow agitated, it barrels towards your hiding place, smashing through trees, and spinning its blades towards your virginal flesh. It wants to destroy you too.

"Eek! Run!"

The War Machine is faster then you- and will crush you under it wheel. There must be a way to slow it down- slow it down enough so everyone can escape!

>Attack the Machine (Combat Roll the number you roll allows that many party members to escape- if you roll a prime number you will Die)
>Evade the Machine (Hazard Roll- on a failed roll, you will die, but you will escape)
>>
>>5673060
"you will die, but you will escape" escape life?
>Attack the Machine (Combat Roll the number you roll allows that many party members to escape- if you roll a prime number you will Die)
can we start rolling now? I'm ready to send twink to oblivion for good this time
>>
Rolled 1 (1d10)

>>5673060
>>Attack the Machine (Combat Roll the number you roll allows that many party members to escape- if you roll a prime number you will Die)
TO VALHALLA! NO MORE CRYING EVERY NIGHT!
>>
Rolled 10 (1d10)

>>5673069
poor William died as he lived
>>5673060
>>5673068
alright I'm rollan now
>>
>>5673068
It was meant to be "if you fail the roll you die, but if you succeed you escape"

>>5673069
>>5673071
1 is not a prime number.
>>
>>5673071
Twink you knife-eared bitch, why did you wait to roll decently until now.
>>5673073
I keep thinking odd = prime
>>
>>5673071
William tries to fight the Machine, using his set of armor to keep himself alive as he tries to buy time for the others.
"Come'on Lad! If we survive this, and have not much grief, we shall drink and feast like kings!"
>>
>>5673071
>>5673076
"WHY WOULD YOU SAY THAT NAME?"
In this very moment, Twink could tell, that all the the rude comments of lowly barbaric people, all the dangerous situations that went wrong at every turn of the way, it was God's way of telling him how much he hates it, how much he hates himself, having made him. And Twink, being the smug treehugger that he is, decides he will Live, only to spite God.
>>
>>5673060
Do those combat rolls get their bonuses? And I'm assuming the instant death is if the die is prime before the modifier applies?

If so then we have:
>>5673069
>1+1
>>5673071
>10+1

>13 total able to escape due to damage.

How many of us are left in the party? 14?
That means only one ssneaky rogue needs to do a hazard roll and we all get away scot free.
>>
Rolled 2, 6, 3 = 11 (3d8)

>>5673060
Hazard roll, cursing the lack of bow to auto-pick off "1" as an easy shot that would disable the machine
>>
>>5673060

"Why, my hazard score is simply atrocious;
And in combat I'm known only to number three;
So, though it may sound to you quite precocious;
I just don't think an action here is for me."
>>
>>5673104
>>5673148
Yes, that is now enough. I was hoping one of you would die at least...
>>
Alrlight, so no one else's gotta roll, right? Nice.
>>
>>5673244
You always could for bonus points. You are a Rogue after all. What's the risk? :^)
>>
>>5673256
So you can kill me with a curse? No thanks.
>>
>>5673234
>bananas literally wants to kill off his playerbase
>>
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The party is run down by the great machine- but only through slowing it down can they escape. Twink takes up the call, using his great elvish agility and instinct to hop up and give the machine a great wound along its side- attempting to go for whatever devilish machinery powers it from within. Much to his horror, he finds the boards and metal struts bleed as his strike makes a hole in the side of the machine, and then, staring at the darkness within, Twink realizes that there is nothing inside.

The machine is further wounded by William and escaped by other party members- keeping it back within the endless battlefield that it is bound to. It stutters to a stop and steams, at the moment weakened and needing to repair itself, but nowhere near killed. Something like that cannot be killed...

Before nightfall, the party reaches the shore and has came to the bank of the great lake. There, far in the distance, they can finally see their final goal- the Island of the Pines!
>>
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---

That's the end of this thread. Sorry for the abruptness, I didn't have much energy to run the game this last week, hence the numerous delays, and we didn't have much time left for anything more past this point.

Here's the archive link-
https://suptg.thisisnotatrueending.com/qstarchive/2023/5642742/

Let me know what you think about the game's general mechanics- less on specifics since we were still working on improving them up until the end. I hope you enjoyed.
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>>5673792
Well, I didn't die, but I somehow managed to get by an entire thread without getting a single item, bonus, or otherwise boost that is specific to my race. I have also been the only one to get permanently crippled, and with how Gideon got left to dir and dr.crime is inactive e I'm basically the only gnome. And I'm also cursed.

Feels good to not be dead in a world that seems to literally hate you, i guess. I'm starting to think the ancients made the gnomes as some sort of kyubey torture machine race or a joke.
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>>5673792
Im Myrons player, Ive been having fun, sorry about lack of posting recently got a new job, but I have no complaints outside of mechanics were a little weird at first but I know theyll only improve on both our ends as you continue, and im excited!
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>>5673792
I'm merely a kurker, but I respect your mechanical and narrative audacity with this. If it gets a Thread 2, I'll read along.
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>>5673792
It's been fun, most of the time. I like the idea of big numbers for combat, low numbers for everything else though in practice its kinda limiting.
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>>5673792
I've been enjoying the experience of the experiment. Don't really think I've been very competent, but Benjamin is an enjoyable character to play regardless.

>>5673795
You got a Level up upgrade at least, which is still more then my poor Skeleton got!
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>>5673988
Yes, but you don't need to worry about dying or anything of the sort.
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The mechanics were interesting. Not sure if you like Westerns or not, but the poker-hand mechanic or some sort of deck mechanic could give more player interaction in shaping their own destiny for a longer games.
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It was fun, if a little chaotic with the mechanics shifting so much. Maybe some more one use items to shift the rolled number in certain ways might give players without permanent items some more agency? Especially now that the sages flat +1 is gone.
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>>5673792
Had fun.
Didn't felt much about the loss of my bow, as human bows without boost are pretty much worthless.
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Upvote this wonderous adventure on sup!



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