[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]

/qu/ - Quests/Roll

Quests, CYOA, Risk, Civ & DnD!

Catalog

8chan Bitcoin address: 1NpQaXqmCBji6gfX8UgaQEmEstvVY7U32C
The next generation of Infinity is here (discussion) (contribute)
A message from @CodeMonkeyZ, 2ch lead developer: "How Hiroyuki Nishimura will sell 4chan data"
Name
Email
Subject
Comment *
File
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Embed
(replaces files and can be used instead)
Oekaki
Show oekaki applet
(replaces files and can be used instead)
Options
dicesidesmodifier
Password (For file and post deletion.)

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 8 MB.
Max image dimensions are 10000 x 10000.
You may upload 3 per post.


The one stop spot for Quests, CYOA, Risk, Civ & DnD! We're under new management!

File: 1411259025055.png (168.96 KB, 1281x102, 427:34, Paladin Intro.PNG)

ad5f54 No.143[Last 50 Posts]

I'm invested in getting this board rolling. I am up for hosting a paladin cyoa. I will be around for the next 7 hours, so if I have 3 people respond, we can generate the story today and then maybe continue on tomorrow.

4c6050 No.148

>>143
I'm up for it.

ad5f54 No.149

File: 1411260419185.png (1.04 MB, 939x620, 939:620, Paladin Order.PNG)

Just to start character gen, here is the first choice the group will make.

9e046e No.150

>>149
ORDER OF LIGHT

1f7c9f No.151

>>150
I second order of light.

4c6050 No.152

>>150
>>151
Thirded.

ad5f54 No.154

File: 1411261045432.png (441.83 KB, 1149x452, 1149:452, Paladin powers.PNG)

There are three choices for powers for our Paladin of light. So rank your top three and we will revote if there isn't a consensus.

Also, what shall our paladin be named?

9e046e No.156

>>154
Site, Might, Smite

name Degobert

4c6050 No.158

>>154
Smiting, exorcism, true sight.
Name: Coran

ad5f54 No.163

Looks like Sight and Smite are safe. Our third member can decide the rest. If you both roll a d100, higher wins the name?

4c6050 No.165

>>163
Rolling for Coran

4c6050 No.166

Dice rollRolled 47

>>165
whoops

9e046e No.192

Dice rollRolled 4, 4 = 8

keep rollin rollin rollin

ad5f54 No.195

Star Dragon, any chance you would vote on our powers so we can keep this going? Preferably breaking the tie we have over exorcism and might.

And without any other challengers, Coran is our name.

9e046e No.198

>>195
I did the first set of powers without the namefaggortry so we need a 3rd

ad5f54 No.201

File: 1411267844720.png (470.46 KB, 1179x493, 1179:493, Paladin items.PNG)

Dice rollRolled 3

I want to keep it moving so evens is might, odds is exorcism. Next choice will be two for one, since clothes and weapons go together.

4c6050 No.204

Dice rollRolled 54

>>201
Going with the Sword and the inconspicious clothes. It's a good disguise if needed i suppose.

9e046e No.216

Dice rollRolled 3, 10, 4, 6, 3, 10, 7, 6, 4, 1, 2, 5, 8, 3, 7, 7, 8, 9, 9, 4, 2, 9, 10, 2, 1, 1, 7, 5, 10, 6, 4, 2, 6, 7, 8, 8, 6, 4, 4, 9, 4, 6, 4, 2, 8, 1, 8, 5, 10, 7, 9, 2, 5, 8, 3, 6, 8, 9, 10, 8, 5, 3, 10, 1, 10, 7, 9, 6, 1, 3, 5, 5, 8, 8, 6, 5, 8, 4, 10, 7, 1, 8, 9, 6, 6, 1, 1, 4, 9, 1, 1, 4, 4, 10, 4, 3, 6, 3, 8, 7, 5, 2, 1, 2, 10, 6, 7, 7, 10, 6, 4, 10, 4, 2, 5, 9, 3, 6, 2, 1, 6, 3, 5, 10, 2, 9, 2, 8, 1, 10, 4, 5, 1, 4, 7, 1, 10, 3, 8, 10, 9, 1, 9, 2, 3, 4, 1, 6, 9, 3, 6, 5, 5, 1, 4, 7, 9, 6, 4, 10, 5, 8, 5, 6, 2, 1, 6, 2, 4, 3, 1, 3, 4, 10, 4, 7, 3, 5, 2, 2, 7, 8, 7, 2, 8, 10, 9, 7, 5, 3, 6, 10, 10, 1, 5, 2, 2, 10, 3, 5 = 1085

>>201
Sword and Mithril Mail

ad5f54 No.218

File: 1411270261874.png (484.77 KB, 1114x356, 557:178, Paladin Artifact.PNG)

Looks like sword is a lock, but still need another vote for clothes.
In the meantime, an artifact.

4c6050 No.221

Dice rollRolled 72

>>218
Holy tome.

And if nobody else shows up i'll change my vote for the inconspicious clothes to mitrhil mail, because that's fine too.

9e046e No.222

>>221
Ill go with the tome

ad5f54 No.226

File: 1411271522478.png (625.67 KB, 1085x363, 1085:363, Paladin Stronghold.PNG)

Looks like it is just you two for now, so I will keep it going.
Our Paladin of Light Coran wields a sword and mythril mail found the holy tome on the body of his slain mentor, Degobert.
Main powers are True sight, might and exorcism.

4c6050 No.229

Dice rollRolled 35

>>226
The Cathedral.

ad5f54 No.310

File: 1411319222264.png (1.08 MB, 1199x659, 1199:659, Paladin Allies.PNG)

I'll be checking in all day. Only three more choices before we begin the quest.

As you were leaving your mentor's grave, you run into a group of three adventurers who were looking to be mentored by Degobert. With him dead, they will follow you.

Pick 3

6731df No.349

Dice rollRolled 12

>>310
Squire, mystery woman and dire wolf.

e79432 No.351

Dice rollRolled 13

>>310
Mystery Woman, Archaeologist and Dire Wolf.

If we are going to do a stealth build, these seem like decent choices.
The mystery woman is mainly just to make up numbers, although she's a wildcard and could prove useful.
The archaeologist is basically just a thief, so she shouldn't be too much of a liability.
The dire wolf will be fantastic especially if we are going to be looking for and hunting out evil.

ad5f54 No.353

I am going to be making dinner, and I will post the next choice (enemies) after. I don't want the BBEG to influence your choice of companions. If a third person doesn't break the tie, then we will go with the archaeologist because of the higher roll.

Dire wolf and squire are in though no matter what.

05b2d6 No.354

>>310
Can I vote Squire, Dire Wolf and the Archaelogist?

That would make 2 for quire, 2 for mystery woman, 2 for Archaelogist and 3 for wolf

ad5f54 No.359

We'll let the d20s decide. So wolf is the only lock. Everyone roll d20s for their second choice, highest wins.

(happy I left this tap open as I started to cook.)

6731df No.361

Dice rollRolled 5

>>359
Mystery woman.

05b2d6 No.362

>>359
Not sure I know how to roll, but Squire and Archeologist

05b2d6 No.363

>>362
Trying again

ad5f54 No.364

when you post, put "dice d20" without quotes in the email line.

05b2d6 No.365

File: 1411333390797.jpg (76.87 KB, 500x249, 500:249, 1411332999224.jpg)

Dice rollRolled 15

>>363
>tfw getting flood detection

ad5f54 No.397

File: 1411343837828.png (1.29 MB, 1228x652, 307:163, Paladin Nemesis.PNG)

Ok, looks like the companion party is squire, archaeologist and dire wolf.

But who are we against? Also would help with a name if needed for choice.

05b2d6 No.403

>>397
Wild hunt. Fuck elves

97f4d3 No.404

>>397
So… Do we choose one or is it possible to choose more? Maybe branch out from one BBEG to another.

6731df No.407

Dice rollRolled 14

>>403
Make that two for wild hunt.

05b2d6 No.408

>>403
Are we… a 'human' paladin?

97f4d3 No.411

Dice rollRolled 13

>>397
Wild hunt.

4797a7 No.413

File: 1411347754453.png (667.48 KB, 1023x616, 93:56, paladin extraaa.PNG)

I was assuming human paladin, but if a majority wants another race, it is all good for me.

Pretty strong choice for wild hunt.

The last choice before we begin our quest.

You remember hearing about an order of paladins specializing in more advanced techniques.
It would be long and hard to find them, but it may be the choice you need.

(also, how do you do italics and bold and such?) After this choice, we shall begin!

6731df No.414

Dice rollRolled 10

>>413
Inquisitor!

And a human paladin is fine.

05b2d6 No.415

File: 1411348074031.jpg (32.9 KB, 255x254, 255:254, fancy.jpg)

>>413
Exalted!

97f4d3 No.416

>>413
Use aposthrope twice at the beginning and end for italics and three times fore bold
Italics
Bold

Arch-Paladin

b40610 No.417

>>413
Oathsworn

05b2d6 No.418

>>416
I'm ok with switching from Exalted to Arch-Paladin. Maybe picking Consecration

4797a7 No.419

Still looking for 3 to solidify this choice. Also remember, this extra power would only happen if you seek out the order of the paladins.

Working on the character template now.

b40610 No.420

>>417
Same guy here, choosing nemesis Cultists if this goes through

4797a7 No.428

File: 1411351795192.png (272.27 KB, 1148x481, 1148:481, Coran.PNG)

Just the mockup I have of the hero. These are just the things relating to what the Paladin already has.

6731df No.429

Dice rollRolled 80

>>428
So is the hero male or female?

ad5f54 No.450

I'm not sure whether Coran is a boy's or girl's name. I just used that image because it was the picture for the order of the light.

dbf4de No.486

>>428
Can the wolf be named Poncho?

ad5f54 No.494

$$Coran came back to village mostly burned down. He saw the black smoke floating from miles away, and his worst fears were true.$$

Degobert is dead. Amongst his possessions you find his holy tome, holy avenger and mythril mail, but not his head.

You take some time to pay proper respects to Degobert, as well as collateral damage from the attack.

From the few survivors, you hear that is was elves that swept over the town, laughing and singing as they ransacked and killed all in sight. Could this be the great Elvish hunt you have heard rumours of, searching out prized humans as trophies?

Degobert’s dire wolf, ==Poncho==, came back from one of its great hunts to find its master dead. A young squire, ==Name?==, pledges his allegiance to your quest that has plopped itself in front of you, avenging Degobert’s death.

Your question is, where to now?

A) Head to the largest Human city, Goldmere, to research more about the Elves and get any supplies you think you’ll need. Degobert told you of the Cathedral of the Order of the Light. Surely, their bishop would let you use their facilities to research at their library.

B) Poncho has quite the tracking sense. You can follow his nose to follow the Elvish Hunt across the plains.

C) Degobert also told you about an order of Arch Paladins in the mountains. Only the truest of paladins are able to find their way to the temple, but only the truest are worth their training.

E)Something else.

What do?

05b2d6 No.495

>>494
>A) Head to Goldmere's Cathedral. Have the young squire, Mereck, look for anything that may be of use during the journey. Horses, food,

1261bf No.497

Dice rollRolled 2

>>494
A

Find the next city and gather Intel about those elves. We need to find out more about them before avenging Degobert.

05b2d6 No.498

>>495
>>494
We could tell the Squire to lay to rest our Master with a proper burial

1261bf No.499

Dice rollRolled 81

>>498
Or do it ourself.

ad5f54 No.511

“Mereck, search the surrounding fields for supplies for our journey to Goldmere. Horses and food are what we need. I will stay to lay Degobert down to rest.”
Coran digs a hole for his master. Along with Poncho, they lay vigil all night by a big bonfire. Poncho’s howls are heard by the horses Mereck is trying to wrangle, scaring them enough to delay his mini quest a couple hours.

As you make preparations to head out to Goldmere the next morning, a woman comes up to you on a horse. “My name is (?????,) I’m an archeologist. I can tell by that tome and holy avenger that you must be Coran. I owe a lot to him, so even though I don’t know exactly what I’m getting myself into, I want to help get back at whatever did that to him.”

Before you can head out, 5 members of the village gather around your party.
“Coran, with our village destroyed, we (5 villagers) want to move back to Goldmere. We heard that is where you are going? Please take us with you, we have no protection otherwise.”

What do?

A) Mereck: “Coran, it is our duty to help these people out.” (5 day journey, as there are not enough horses for everyone.”

B) Archeologist: “We don’t have time to babysit these commoners. The journey to Goldmere is not that dangerous, nothing would probably happen to them anyways.” (2.5 day journey on horses)
C)Poncho: …

D)Something else

Also, leave the d100 in your email field so I can see how well you do on your actions.

05b2d6 No.512

Dice rollRolled 45

>>511
>A

We really shouldn't waste our time, but I can't imagine Degobert would approve us leaving the people he protected alone to fend by themselves. Lets help these people out

1261bf No.514

Dice rollRolled 4

>>511
A

Maybe they'll pay something. And it's a good start to build up a reputation.

1261bf No.515

Dice rollRolled 89

>>511
Voting for the Archaelogists name to be Alora.

05b2d6 No.516

>>514
I see you brought the old/tg/ dice with you

ad5f54 No.518

I am guessing that both rolls were out of 100, even the 4.
Results:
5 day journey no combat.
Mereck gains more loyalty to Coran. (+1)
Villagers have no money to give, but reputation goes up by 1.

You reach Goldmere and say goodbye to the villagers. They give you warm embraces and wish you well on your journey. Goldmere is a small city of about 5000 near the center of human lands. They are ruled by a town council, with the Lord of the Council named Toron Aldum.

The city is on the edge of a river, and houses a vibrant merchant district, as it is a shipping point to drop off supplies to head to the human capital. The other most notable feature of Goldmere is its Cathedral. Lead by bishop Rodiro Koom, religious scholars are at the forefront of research inside its walls.

As he is a dire wolf, Poncho is not allowed inside the city walls. If you need him, Degobert had taught you how to perform his call.

You are in the city, what do?

I am working on making a character template, sorry for the delay.

Also, we need a name for the archeologist still

1261bf No.519

Dice rollRolled 9

>>518
Head to the cathedral and ask for an audience with the bishop and maybe acquire some better equipment there.

There is already a suggestion for the Archaelogists name >>515

ad5f54 No.520

File: 1411436470071.png (56.54 KB, 960x720, 4:3, Paladin party.png)

Here is what I got so far. I am not the best at drawing, so I will try to draw things as needed, but no promises. I hope everyone is enjoying so far because I am sort of new at this.

05b2d6 No.521

>>518
See if the bishop knows anything about incidents similar to what has happened at the village

ad5f54 No.525

Result: 9/100

After trying to barge in to the cathedral demanding to see the bishop, the guards were about to throw you out. The bishop came from his quarters after hearing the commotion of a paladin screaming about elves killing his master. Fortunately, he notices the armor and sword as his dear friend Degobert's.

"Let them go, they are to be guests of our cathedral!"

After a the commotion dies down, the bishop invites the group to have dinner in his quarters. It is modest, as the cathedral is not concerned with frills.

Over dinner, you learn that there have been whisperings of attacks by Elves on human lands. Never at a major city, but often at the small village outposts, like where Degobert lived.

"Coran, we are but a religious institution. All I can offer you is access to our library and what food we can spare while you stay. I will share weapons with you, but you will find we rely on divine power over the strength of our steel."

What Do? Roll d100 for how successful you are.

05b2d6 No.526

Dice rollRolled 43

>>525
Ask fot help in learning the mysteries of the power of the light

1261bf No.527

Dice rollRolled 44

>>525
Search the library for information about the elves and divine magic.

ad5f54 No.532

File: 1411442266148.png (57.16 KB, 960x720, 4:3, Paladin party (1).png)

Alora "You guys can have fun researching about your divine magic all y u want, but I am going to explore the city."

You ask Bishop Koom for help understanding some of the mysteries of the Elven land and divine magic.
"I can only teach you a little, as my focus has always been one of theology. Our library has records of the history of the Elven kingdom, hopefully you can find something useful in there."
(1 day training = +1 to healing power. max 2 day)

Coran, my liege, what shall you have me do? I have never been trained in the divine magics.

Three choices:
1) You can ask Alora to do something for you, DC50 for her to listen to you if it is more than a minor favor.
2) How many days do you want to train with Bishop Koom?
3) What do you want Mereck to do?
4) Anything else?

updated Alora's name in scorecard thing

1261bf No.533

Dice rollRolled 36

>>532
1. Ask Alora to keep an ear out for rumors about the wild hunt

2. Train for two days with the Bishop

3. Tell Mereck to look after Poncho and do some sparring with the guards

If only one is possible, then just 2.

ad5f54 No.535

File: 1411445897112.png (66.4 KB, 960x720, 4:3, Paladin party (2).png)

Results 36/100
1) Alora tried to keep her ears to the ground, but didn't come up with anything relating to the hunt.
2)Training with Bishop Kroom went well (+2hp healing power)
3) Mereck gained +1 to his initiative in battle from sparring.
4)Poncho and Mereck gain friendliness towards each other.

What do?

I am done for the night. I have some extra sideplots I am going to bring in tomorrow, but I need some more time to make them better.

377c95 No.550

>>535
See if there is a Tavern by the docks where sailors can be found and get them to talk about their travels

5dc636 No.555

Dice rollRolled 22

>>550
Sounds good.

ad5f54 No.611

You walk through the merchant district on your way to the docks. Goldmere has one of the most vibrant bazaars in human lands because of the increased foot traffic from farmers bringing their produce to be sent to the capital.

“The finest suits in Goldmere!”
“Flowers! Impress your lady! Flowers!”
“Tea here for all of your ailment! Forlorn? Unrequited love? Headaches? We have tea for that!”

In all of the commotion, there is one building that is oddly empty with a note on the door below their sign.
Juhan’s Apothecary: Closed for the unforseen future due to emergency circumstances.

At the docks, sailors are walking into the The Burping Eel. There is a a group of 6 clearly following the lead of a large half-orc as he tells a story. “…and we barely made it out before they boarded the ship…”

Once in the bar, you see:
1) The same group of sailors surrounding the half-orc. The din in the tavern is loud enough that you can’t really make out what it being said.

2)The bartender at the bar looking at you quizzically, as you are clearly some of the few non-dockworkers in the bar.

3)Different groups of different races drinking and playing different bar games.
4) A duo drinking in a booth in a dark corner.

What do you do? Roll a d100 for success on how well you do. I’ll always reward bonus points if the description is in character.

05b2d6 No.618

Dice rollRolled 41

>>611
Get an ale and join the games!

150096 No.634

Dice rollRolled 90

>>611
Get a drink from the bartender and approach the group of sailors.

"Greetings, gentlemen. As you were telling that thrilling story before, we just couldn't get around to overhear that you obviously had an encounter with… pirates! Say, you woulnd't mind giving us a description of them and we will keep an eye open on this?"

If it's not pirates Coran might have a problem

4797a7 No.638

“Yer clearly not familiar with the waterways, are ya Mr. Knight? If you had clearly stepped in a boat before in these fine lands, you would know no pirate is foolish enough to mess with Capital cargo.

''Lucky for you, I’m feeling generous. As I was telling these mates, I nearly lost my life! We were loading up the finest of minerals from the quarry town Loukussa. I couldn’t believe my ears, twas a combination of thunder and song coming from the foothills. Ne’er heard something like that before and soon, they were upon the town. Hundreds of elves riding in on all sorts of beasts. At first, they didn’t harm a soul…They were focused on the wizard Solymn home. As the leader went in, a beautiful Elf in dark armor, the rest of the elves stood still in the town center. Many of the town and aye, some of me mates as well, went inward to see what was the cause of this fantastic meeting….
But soon, we heard a great blast from the home and then a yell. The beautiful elf burst through the top window carrying the head of Solymn… This set them off! They laid waste to everyone. We did all we could to cast off our ship in time. All the while singing that song. I lost many a friend and Solymn was a great man. That was but 3 days ago, but I still hear their songs. So, lads, all we can do is drink! to our fallen friends and to live another day!”''

And with that, a solemn cheer went up through the sailors and everyone drank their ale.

What next?

4797a7 No.639

Great roll on the 90, I added 5 in any case for adding a nice description. Meant to put that in a result section.

150096 No.648

Dice rollRolled 35

>>638
Travel to Loukussa, find out if there are any traces of the wild hunt left and follow them cautiously if any.

150096 No.651

Dice rollRolled 67

>>648
Scratch that. We're not equipped well enough to face them. So go to the bartender instead and ask them about the Apothecary.

4797a7 No.658

“We don’t see Juhan much around here. Occasionally he would come down to the docks to oversee his shipments, but most of the time he has his apprentice Bertio take care of that part of the business. Word on the street is that Juhan isn’t really seen on any street much these days, been a bit of a shut-in. Still, he is one of the greatest potionmakers we have. Still trying to brew a drink his hangover potion won’t cure! Hopefully what happened at Loukussa won’t affect his business too much. He was great friends with Solymn, can’t be easy, losing a friend like that.”

4797a7 No.661

I guess it goes without saying, but I will leave the next plans to you. Been forgetting my cues.

150096 No.662

Dice rollRolled 80

>>658
Leave the bar and check the merchant district for an armorer.

ad5f54 No.665

You are able to find a merchant easily enough.
Glancing you up and down, "In comes a man with very fine taste in armor and weapons. What can I do for you?"
You armor is mythril mail, you have the holy avenger sword. Mereck has a longsword for a weapon and wears leather jerkin.

05b2d6 No.741

Dice rollRolled 62

>>665
Ask him if he knows anything about warefare against elves. Is there some fighting style he knows to be better? Also, could he make some armour for Poncho that would be practical and not hated by the wolf?

ad5f54 No.791

I realize we never came up with a starting gold. So roll 3 d1000 and we'll let the fates decide that.

''"Armor for a dire wolf you say? I can't say that is something I've done before. I imagine I could make a modified version of horse armor. Hmmm, give me 3 days and I guess we would have to arrange a fitting outside of the city walls. I would estimate that it would cost about 500gp all said and done."

"As for the elves, I must say I have heard the stories. It is unusual for an elven cavalry to be out so far outside of their lands. Without seeing the specific armor they are wearing, they usually have a fortified wood or leather armor, often enchanted. Your best best is a heavy weapon to hope for a fracture. That is tough considering how swift they move themselves."

b70d60 No.829

File: 1411609736145.jpg (470.07 KB, 1600x1200, 4:3, Gold-Coins-HD-Images.jpg)

Dice rollRolled 432, 521, 388 = 1341

>>791

ad5f54 No.831

1341 gp it is. I will make an adjusted character board since I should be using moe pictures. The questions for the party are:
1)You want the armor for Poncho?
2)Anything else you are interested in purchasing? (Roll a d100 for me to roll random special items)
3) What else does the party want to investigate/do?
My roommate had their car breakdown, so I will be gone for about 40-60 minutes

b70d60 No.848

Dice rollRolled 7

>>831
"I'd like you to make the armor for Poncho. And Sir, do you have any enchanted Swords in stock?"

Then go to the docks, try to find a ship to Loukussa that leaves in 3 days or later and arrange the details of journey with its captain.

ad5f54 No.867

Result 7/100
"I am afraid that I am all out of enchanted swords at the moment. I haven't been able to get any more in stock since Juhan would usually help me out with that and he hasn't been able to get new materials since the attack at Loukussa. If an adventurer sells anything to me in the next couple of days, I will put it aside for you."

At the docks, you have to search to find a crew willing to head towards Loukussa. Eventually, you find Sath Diel, a lizardfolk sailor.

"Yesss, Sath can take you to Loukussa. On one condition: you must protect Sath as he rummages through the destruction. Elves care not for precious stones. Sath can make quite a fortune. We can leave tomorrow morning and it will take two days. Do you have a deal with Sath?"''

A) go with Sath
B) don't go with Sath
C) Other plans for rest of night?

ad5f54 No.873

File: 1411616498661.png (77.43 KB, 1201x714, 1201:714, Character Map.png)

For anyone who wants a summary of the story so far, here is a basic character map. I will work on a nicer version of plot points in the meantime.

05b2d6 No.894

Dice rollRolled 7

>>867
Wait for Poncho's Armor and then go with Sath. Tell Allora to keep an eye out on the artifacts this lizard finds.

>>873
Nice

c61733 No.896

Dice rollRolled 29

>>894
Basically this, but while waiting for the armor to be finished try to find Juhan or Bertio and ask them if they know why the elves were after Solymns head.

4cab1d No.941

>>894
Waiting for the armor seems to be the best option.

ad5f54 No.951

You tell Sath about the delay in leaving. He is disgruntled about it, but you can only hear mumbles as he walks away…” Treasure isn't gone.”

The shops have been steadily closing as the sun is setting earlier as the fall months are approaching. Juhan’s Apothecary has been closed all day, but you spot a small candlelit window on the third floor. The smells are alive here. The mixture of oils, barks, blooms and who knows what else makes a perfume that hits your nose, but doesn’t turn you away.

A young half-elf answers your knock on the door.

“I’m sorry, we are closed.”

You ask to see Juhan.

“Mr. Juhan is not taking any visitors considering recent events.”

What are your plans?
A) Give up on seeing Juhan.
B) Convince Bertio to let you in through intimidation? persuasion?
C) Find other way in?
D) Something else? (go to a bar, research at the cathedral, etc…)

Roll a d100 and a better description will add to your roll's success.
C)

02b6b1 No.977

>>951

>B. Best to use persuasion. Maybe use his elf heritage to our advantage, were paladins so we must have some sort of authority. If nothing else works might as well use that.

ad5f54 No.978

Just roll a d100 so I can see how successful your persuasion attempt is.

02b6b1 No.979

Dice rollRolled 70

>>978
Rolling for persuasion then

ad5f54 No.988

File: 1411682644399.png (45.32 KB, 960x720, 4:3, Crude Map.png)

“Bertio, that is your name right? My name is Coran, a paladin of the order of Light. It is my duty to root out the evils in this world. We know what happened in Loukussa. My mentor was killed by elves, just as Solymn was. Juhan is in danger. Let us talk to him so we can help.”

You can sense Bertio is nervous. He glances back towards the stairs constantly as he looks between the three of you.

“Coran, I too fear for Juhan. He hasn’t been the same for the last few weeks. He is incredibly stubborn. He locks himself in his room at night and I might not even see him until tomorrow.” Bertio leans in closer to you so he can whisper, “He leaves every morning before sunrise. I don’t know where he goes, but he is always back before I get to the apothecary in the morning, except I’ll see him entering the shop occasionally if I am running early . I have asked him about it, but he denies it. Perhaps you can catch him in the morning. I must go.”

With that, Bertio closes the door. You turn around to see Mereck and Alora giving you very different looks.

A) Mereck: Juhan is very much in danger. Let’s trail him in the morning to get to the bottom of this and find out what he knows.

B) Alora: He is clearly taking care of himself. Let him be a hermit. All we care about is his information. We can see where his room is. I can get up there and get all the information we need.

C) Something else?

What do you want to do? Roll a d100 for success and here is a crude places of note map that i will try to improve upon as we go.

593ee9 No.996

Dice rollRolled 40

>>988
B

Get the information now. If the elves appear at night, the clues might be gone.

But I'd prefer to have a second opinion on that

6ed6e8 No.998

Dice rollRolled 19

>>988
B: Go to his room now. Tell Mereck to be on the look out, we don't want to be surprised

ad5f54 No.1008

Result: 40/100 -5 (penalty for second result being less than half the first.)

“Alora, you’re right, we can’t afford to wait until the morning.”

As you turn to face Mereck, Alora sneaks off. “Mereck, I am going to need you to keep watch as we go up and get in the shop.”

Mereck: “Wait, where is Alora?”

You turn around to see her missing. The both of you walk around the building to see where she is. Finally you see her as she is crawling through a back window. You try to whisper-shout her down, but she is too far in the window to hear you. Moving back to the front of the Apothecary, Coran scopes out the window while Mereck keeps a lookout if anyone else has seen what has gone on.

A couple minutes drip by slowly with no sign of Alora. Finally, you catch a glimpse of a flicker in the shadows of the room. A shadow comes to the window as it opens slowly.

Alora: “I have been all over this place, I don’t think he is here.”

As you are about to tell her to come back down in order to just follow Juhan next morning, there’s a blinding flash followed by a thud. It takes a few moments for you vision to fully return and you can no longer see Alora in the window. Instead she is a heap on the ground in front of you.

You and Mereck rush to her aide. You are in the midst of casting lay on hands when you feel a thunk. On the ground is a lightstone with a note attached.

$$“I know why you want to speak to me. None of it matters. Leave Goldmere before it is too late.”$$

What next? Make sure to roll a d100 if it is anything requiring a check.

593ee9 No.1031

File: 1411705086899.jpg (166.6 KB, 900x636, 75:53, 2TVk3O1.jpg)

Dice rollRolled 100

>>1008
Take Alora to the cathedral to get her some rest. Then meet up with the bishop and whoever is in charge of the town guard and tell them there might be an elven attack soon. If they follow our warning, suggest to help them increasing the town's fortifications and creating an emergency evacuation plan.

6ed6e8 No.1107

File: 1411762611043.jpg (92.4 KB, 800x774, 400:387, Paladin.jpg)

>>1008
THE ORDER OF LIGHT SHALL NOT STAND FOR THIS. ANNOUNCE YOURSELF AND BARGE IN THE FRONT DOOR DEMANDING ANSWERS

b0e72e No.1124

>>1031
The Dice Gods have spoken!

ad5f54 No.1138

File: 1411788194766.png (60.67 KB, 960x720, 4:3, Party Update.png)

Result 100/100 Now that is the kind of roll I like seeing after a long day’s work.

You bring Alora back to the cathedral and call a meeting with Bishop Kroom. He hears what you know and is very receptive. He calls in the captain of the guard, Ratan Gartor, to take part in the meeting.

Kroom: If this is really to come to pass, I don’t know what we can do.

Gartor: Indeed it is rare for Goldmere to be attacked since we are so far inward human lands. Our militia is barely 60 strong because we’ve never needed it. I will gather my men tomorrow morning to take part in drill training and to fortify our defenses however we can at your suggestion.

Kroom: We can also contact the shipping yards. If we need to evacuate Goldmere, the river may be our best hope. Coran, I will see that Alora gets the best care she can, but I must take leave. We house one of the greatest libraries in the land. Surely, if there is a history to these kind of elven attacks, they will be on record. I…I must also work out a plan to save our books if it comes to that.

Since that roll was a nat 100 and since that paladin picture is awesome, I am counting that as part of that result.

Mereck and Coran head back to Juhan’s apothecary. Giving caution to the wind, you kick in the door.

Coran: My name is Coran, a paladin of the Order of the Light. Whatever dark forces have taken root here shall not prevail. Show yourself if you wish to have mercy!

Hobbling around a corner, you see a very pale Bertio.

Bertio: Something isn’t right. I’ve never seen him like this before. I went to his room after the explosion to see if something was wrong. There was him but then again there was more than him. He saw me and I started to see his face soften, but then he bellowed at me. It felt as if he was in my head, growling to get out.

With that, Bertio collapses.

What next? As always, roll that d100 for results and I will always adjust up for good description.

6ed6e8 No.1186

Dice rollRolled 49

>>1138
Use True Sight on Bertio before going to his master's room with whatever new information that gives

ad5f54 No.1236

File: 1411871144320.png (57.65 KB, 254x135, 254:135, True Sight.PNG)

You use your true sight on Bertio and it is very clear that he is indeed telling the truth. He is indeed very scared and has no idea what is going on with Juhan.

Before you enter Juhan's room, you motion to Mereck to make sure that he is watching your back. You remember that Alora couldn't find Juhan and that was her downfall.

Breaking down the door, you don't see much as it is very dark. Instead you hear a dark growl penetrating your mind.

$$ I gave you fair warning. You should have left Goldmere before it was too late. $$

What do?
A) Try to fight Juhan. (need to d20s for initiative for you and Mereck)
B) Try to reason/talk with Juhan. (Roll a d100 and describe what you are doing.)
C) Something else (roll a d100 for success.

6ed6e8 No.1252

File: 1411881644367.jpg (35.5 KB, 381x513, 127:171, 1133309514_uizPaladin.jpg)

Dice rollRolled 2, 10 = 12

>>1236

Fight!

ad5f54 No.1267

Results: Juhan: 19, Mereck: 11 (10+1 from training), Coran: 2

Coran is left confused from the mindspeak, which staggers him back. He hears a glass shatter beneath his feet. A sulfurous scent wafts up to his nose, and his skin starts to burn beneath his mail. -8hp chemical burn damage.

In the flash from the flask bursting, Mereck sees where Juhan is camped. He rushes towards Juhan with his sword ready to strike. A quick slash cuts across Juhan's arm (-4hp)

Coran feels the ongoing burn under his mail (-3hp)

What shall you do on your turn?

Things to do possibly:
A) Give Mereck orders.
B) Attack Juhan. (roll d20+5 for chance to hit. (19-20/x2 crit) 1d8 for damage)
C) Try to take care of this burn under your suit.
D) Use one of your powers/skills.

Truthfully, we never rolled for hp on Coran. Roll 5d10+10 for that by the way. If you are attacking, roll a d20 for your chance to hit.

6ed6e8 No.1269

Dice rollRolled 9, 7, 2, 8, 5 = 31

>>1267
Rolling HP

6ed6e8 No.1271

Dice rollRolled 6

>>1267
Tell Mereck to stop Juhan from reaching towards any kind of vial. If possible, try to heal ourselves.

ad5f54 No.1276

Round 2
Roll 4d6+8 for Mereck HP. We should probably start figuring these things out as the quest goes on.

Juhan's left arm has a nasty gash in it, so he uses his right arm to fling several jars and beakers from the counter in front of him.

They land on and around Mereck, with half of them smashing. (-10 HP and roll a d20 for Mereck to be able to stay standing from the noxious fumes.)

ad5f54 No.1277

Forgot that Coran also heals himself for 8 HP.

6ed6e8 No.1280

Dice rollRolled 3, 5, 3, 3 = 14

>>1276

6ed6e8 No.1281

Oh man these fucking rolls

ad5f54 No.1284

HP Recap:
Coran: 41-11+8= 38/41
Mereck: 22-10= 12/22
Juhan: MaxHP-4/Max HP

Mereck's Turn:
Mereck somehow stays standing from the fumes and attacks at Juhan to prevent him from throwing another vial with his longsword. Rolled 19, (1d6+1)*2 for crit= 14 damage The slash hits Juhan across the chest, leaving a deep gash that is quickly filling with blood.

Coran, your turn.

1) Fight (1d20+5 to hit, damage is 1d8+2 (crit x2 for 19-20)
2) Orders to Mereck?
3) Healing?
4) Something else?

So I am using random.org to roll "behind the curtain" when I roll actions for the other characters. It seems like there is only one player right now, but if we get more people, I will gladly let the party control all PCs in a fight or whatever.

b3546a No.1291

Dice rollRolled 386

>>1284
1) Fight. I feel like we should end this soon before something serious happens to Mereck

b3546a No.1292

Dice rollRolled 777

>>1291
>rolling again (1d20,1d8)

ad5f54 No.1300

Dice rollRolled 2 + 5

Possibly roll those again, it looks like you rolled a d1000. I don't know how to do multiple rolls in one email line, but what I have as a subject outputs a bonus to a roll

5f1a92 No.1402

Dice rollRolled 7

>>1284
Try and stab at Juhan's left shoulder and trip him up, smash him to the ground if he is still moving give him a good bash.

5f1a92 No.1403

Dice rollRolled 7

>>1402
Rolling for damage

ad5f54 No.1434

Dice rollRolled 8

'''Results: 7+5=12==Hits
Damage 7+2+(18 from earlier hits)=27
'''

You connect with Juhan barely gogo Holy Avenger but the strike is sound. Juhan is staggered back, but he has a flask in his belt. He reaches with his bloody hand and throws it at Mereck.

Since it is so late, I will just let the email do the roll for hit and then post right after this with results.

ad5f54 No.1435

Dice rollRolled 7

As he is weakened, Juhan's aim isn't quite what it should be. The flask crashes behind both of you, exploding into flames.

As the fire starts to eat at the walls, Mereck prepares his sword for one final blow.

ad5f54 No.1436

Mereck's swing is also affected by his weakened state, as he is unable to connect with Juhan.

The flames start to spread up the walls. Juhan's materials armoire is in the direct path. If that is burned, there is no telling what magic might be released.

Coran's turn.
1) Fight? (1d20+5) to hit 1d8+2 damage)
2) Heal?
3) Reason with Juhan?
4) Run away?
5) Sing a song?
6) Anything else?

sorry I have been gone all day.

73e48c No.1446

Dice rollRolled 5 + 5

>>1436
Push through. Hit and run.

73e48c No.1447

Dice rollRolled 3 + 2

>>1446
Rolling for damage

190aca No.1602

Hey guys. Sorry I haven't updated but I have been moving the last two days. My internet hasn't been turned on so I am sending this via mobile.

I will be updating all day tomorrow as I am still unpacking boxes.

9a8ba6 No.1638

RESULTS: 10 does not hit Juhan.
The fire burns closer to the armoire. Some of the more sensitive flasks start to release fumes from the heat.
Each character needs to roll a DC10 to see through the fumes or take a -2 penalty to accuracy.

Juhan is very weak, but he rolls a 20 against the fumes, as he has dealt with chemicals for a long time. It doesn't help his accuracy as he rolls a 6 pretty much dropping the flask at his feet, not even breaking the glass.


Mereck is not as lucky with the fumes. He fails the roll 6 so his ensuing swing misses Juhan.

Coran's turn.

19c848 No.1666

>>1638
Same as before. Push through. (Is there an exit behind Juhan?)

19c848 No.1667

Dice rollRolled 4

Forgot dice>>1666

aa4300 No.1695

Ok roll to hit but you are taking a -2 to your attack since the fumes are affecting you.

There is only one door but there is the wimdow from earlier.

fb4385 No.1730

Dice rollRolled 5

>>1667
Better end this fast.

fb4385 No.1731

Dice rollRolled 8

>>1730



[Return][Go to top][Catalog][Post a Reply]
Delete Post [ ]
[]
[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]