/q/ - Quest


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File: 1387505429573.png (108.79 KB, 596x305, second best vampire.png, IO Google TinEye)


Most of the party is currently outside the high council's office in the Temple of the Moon (not the Temple of Luna ) and have learned that there is a secret tunnel that goes under the walls protecting and Forsaken District and under the undead that roam the district. This tunnel connects the Temple of the Two Sisters (located just outside the Temple of the Moon) and the Temple of Luna (located in the Forsaken District). To get access to this tunnel the party must find three magical keys hidden under the the Temple of the Two Sisters. To get into the Temple of Luna itself the party must have two different enchantments placed on an item. They have gotten the first enchantment from the Temple of the Moon and must now get the the second one from the Temple of the Sun; at least if they wish to try and deal with the bound Shadow.

Brutus and Olga are outside the Temple of the Moon. Dreamkicker, Happyhorn, and Andelia are inside the council's chambers. Everyone else is outside the chamber but in the temple.


"So our path seems simple enough. We enter the Temple of the Sisters, find the key we need, enter the tunnels to the Temple of Luna, and then rebind the shadow with some sort of vessel."


I'll look up at Olga, wondering why she's left.
"They done, then?"


Put my ear to the chamber's door as I wait for the others


What's around here, since they kicked me out?


Go to the Sun temple with my [blessed dagger]


"I've been ejected. Foolish zealots, the lot of them. "


"You mean an actual person? You may need several to get the entire Shadow. Failing that you could try to use a different building to bind it in. The Sealers used the Temple of Luna as its prison."

Roll to see how much you can hear.

Lots of pretty silver designs in the walls. You can hear some low, somber chanting coming from somewhere.


I go poke around and try to find its source!

Roll #1 10 = 10



Roll #1 4 = 4


"I believe our plan was to use a body of some sort. I assumed there would be some on hand within the temple.

"Would the process be much different for binding it to a new building? Do you have any information on the binding rituals themselves?"



"Why would we bind it to someone?"


"Ejected? For what?"


"For talking to them about the Moonlit Avatar and how foolish they were for refusing to acknowledge her
What are you doing out? "


"Couldn't stand the smell of the place. Tried going in, but it was too much."
I'll snort slightly.
"Far too much… silver."


You find a few robed ponies chanting in a large room on the first floor. You'd swear this was a choir, but this can hardly be called singing and there is no dancing at all!

You can only here mumbles through the thick door.

"I wouldn't trust any bodies in that forsaken place to not be completely tainted already. To bind it into a new building you would need to draw it in first. After that, well, we have the rituals in our archives. We will escort you if you are ready."
One of the mares speaks.
"If you are lucky the Shadow could have become merged with the building itself. It is not wise to count on luck with a task so dire, though."

You are greeted at the door by a donkey.
"How can I help you?"


"This is as much a research expedition as it is a sortie into enemy territory, I'm afraid. It does not seem that the denizens of your city know too much about the Shadow, after all, and so we are playing this, as they say, by the ear."

To the library.


"Right. Well, anyway, if I've nothing to do here… "

Look around for anything of note. If nothing , go raise some dead grass or something

Roll #1 5 = 5


Guess she had things to do.
Back to waiting and watching life between here and the Forsaken district.


Baah, this is dumb. Follow Bessy. I can at least lounge with/on her for a while


I guess I follow.


…This is no fun at all!
Do I have any sort of idea about the tune by now?

Roll #1 9 = 9


"Hello, I'd like to speak with your high priests for a moment. "


"It all happened long, long ago and the people that survived it weren't too keen on dwelling on what had happened. I admit that I wish we knew more, however."
The library is softly lit by hovering white lights. The council leads the two of you to the very back and through a guarded door. Very carefully they take down an old scroll and set it on a table.
"This is it. Assuming you have at least three other magic users with you you should be able to power the spell."

You can see Andelia walking to the Sun temple.

You can see a few pegasi tending to the storm cloud over the Forsaken District.

You see Bessy preparing to cheer up some somber singers.

You've got it down well enough to sing it.

"Sure. He'll be meeting with the public for a few more minutes."


I start playing along on my panpipes!

Roll #1 4 = 4


"Yes, we have more than enough magical power available, even if we don't include the crone in the calculations."

Read the scroll

Roll #1 9 = 9


Oh oh this looks fun. I try to emulate her '1d10'

Roll #1 4 = 4


"Oh, alright." Walk inside and talk to him.


I wonder why they don't just keep clouds away from the district? Seems silly to risk pegasi if there are horrid things living there.


Can I read it?

Roll #1 6 = 6


They stop chanting and frown at you both, but no one tries to stop you.

Thank goodness you finished that language book, otherwise you wouldn't be able to read this. The magic is old and looks difficult to do, especially during what will probably be stressful situation, but you should have no trouble taking the lead mage roll. On top of that there is little room for error and casting will take several minutes to complete, which is bad because serious screwups mean it will need to be restarted from the beginning. At least the components won't be used up until the spell has been successfully cast.

You have to wait for a bit for the person inside to finish. After the old diamond dog leaves you enter. A bright yellow unicorn sits behinds a golden desk.
"Hello, child. How can I help you?"

You recall hearing that the cloud keeps people out and monsters in. It certainly doesn't look like something you would want to fly through.

Just barely. You've not done much reading on the local language, but you are able to spot the parts where necromancy plays a roll.


Oh, that kind of tending. Thought they were clearing it up.
Any interesting rumors from passersby that I can overhear? '1d10'

Roll #1 10 = 10


Do we have all of the necessary components? Can I describe the necessary parts Olga/Happyhorn/Andelia/Pomelo will need to play?



I'll just follow her. At least they probably know their deity.


"I need some help, Its to do with the old temple of two sisters." look serious. "I need a way in."


"Found a way into the taint in your discussion with the moon zealots, did you?"


Cringe and quietly slink back out of the room. Maaaybe time to see if DK is out


"Yes, they were willing to help us, now please do not call anypony a zealot here."


One of the city's council members went missing last night. There were scrapes on a windowsill and a bit of blood below it, but no body. A pretty standard vampire attack: someone leaves a window open and a vampire unicorn drags them out through it. The pony talking mentions how he had been doing his best to press the Inquisition into taking more action against the vampires.

No, and the components don't look to easy to find. One of the ponies notices you paying attention to the components list.
"Those are kept in the Temple of the Sun's basement. We will give you a let authorizing you to take enough for one casting."
The stallion lowers his voice.
"We keep the components controlled because the spell can be used to seal other things, you see. The followers of the lesser gods and concepts petitioned us to do so.""


You follow her up to the office and see the bright yellow unicorn at his golden desk.
"One moment, mam, I will help you after I am finished helping this mare. And please be polite."

He frowns.
"Why would you want to do that? Suicide isn't the answer to your problems."

The head council chamber is empty.


I can explain this to you over steam if you have all the temples mixed up.


Interesting. Perhaps his opposition was in thrall to the vampires… Politics is a dangerous game, but the whole city will lose if the vampires hold sway.


"I know, child, I know."


"Not an answer to my problems sir. An answer to the city's problems."


"Yes I'm sure it would be a shame if everyone ran around sealing his neighbor's ancestor spirits into various trees and household objects, or whatever it is they'd do with this.

"Thank you for your help. I'll make a copy of this if you don't mind."

I copy the needed info into my spellbook.


Nose to the ground. I'm sure I can pick up his trail '1d10'

Roll #1 7 = 7


I know I need to get the sun temple's blessing on this dagger


"Right. You'd think something like this would be useful only in situations like this though."


"Uhhh, very well. All you have to do is jump the fence when the guards aren't looking. Please don't, though. I am sure you have something to live for."

They stop you from copying it.
"We can do better than that."
One of the unicorns touches her horn to yours and you feel the knowledge of the spell pass into your mind.
"That is good for one successful use. You won't be able to write it down though. It's for the same reason we control the components, you see. You will be able to share it with the other casters."

You follow him to the back of the library and see him and Happyhorn talking with those three meanies while reading a scroll. The two guards outside the door stop you from entering.
"Halt! This room is private."

So show him the dagger and tell him what you need.

"You can find the lesser gods and personifications of concepts if you look hard enough. I understand Celestia and her sister did something slightly similar to this spell to a personification in Equestria some time before her sister went insane."


I scrunch up.
"I think I heard something about that. So, what are you gonna do with it after we do this?"


Shake my head. "No. I need your part of the key to open it." Show him the dagger. "Can you bless this like the moon temple has?"


"Hmmm, acceptable, I suppose. Though I'm sure my colleagues in the Abjuration faculty would have been grateful for seeing a foreign binding spell's secrets."

"Is there any other aid you can provide? If not, I'm sure we should be on our way."


"You see that unicorn in there? He's mine. He needs my supervision. I need to be there to supervise him!"
'1d10' to sound convincing?

Roll #1 5 = 5


"A twice-blessed weapon to defeat tainted darkness with? Good choice."


"It is not for fighting Ogla. It is a key."


"Leave it alone and hope the spell lasts longer this time. There's not much else to do once it is rebound."

"Can I-"
He looks at it, then you, then it, then you, then it, then you again.
"What? How? Yes, I can. One moment."
He grabs it and gallops out of the room."

"You mean knowledge about how to open a hidden way into the Forsaken District and the knowledge and means to gain access to the Temple of Luna and the spell to bind the Shadow aren't enough for you? I'm sure the Sun worshipers would be more willing to donate artifacts to help your cause."

The guards quints.
"He sounds like he can supervise himself."


"I imagine it'd do well against the shadow, too. You should try to hold on to it."


"No, it's more than enough. But given the enormity of the task at hand, I presumed to ask. Thank you for your help."

Let's go! Gather Pommy out in the hall~


"When we get there sure."
Wait patiently.


"This all sounds like you should just pack up and move on or something."


"Aww, what, you think I'm lying? You think an innocent face like this would lie?"
Bat my eyelashes at them '1d10'

Roll #1 2 = 2


"We have already told you we don't want to risk what treasures we have on your endeavor. You can see if any members of our militant order, the Mooniknights, which to join your cause though."
You leave the room and gather Pomelo into a quick hug.

You wait. He sure is taking a while.

"Lots of people did. Lots of people would, but between vampires in the city and monsters in the forest lots of people can't."

"If anything we bet he has to watch over you."
Your eyelash batting is obstructed by Dreamkicker's mane.

You see a pony run from the Temple of the Sun to the Temple of the Moon.


As in he's running towards, in my direction, or he's going through another entrance? How's he dressed?


fuck. Go in the direction that he went. '1d10'

Roll #1 2 = 2


"Sounds like you need a new city council or something."


Shake Dreamkicker's hair out of my eyes

"Heya Dreamy! What's new?"


"Ogla, help me find that stallion we were just speaking with."


Through the front door. He is dressed like a medium ranking member of the church. He runs out a few minutes later and returns to the sun temple.

He runs bck into you.
"Sorry! Sorry. I sent a runner to make sure everything was on the level. He will be back soon."

"Elections have been canceled due to vampires."


"We have the spell we will need to seal the shadow into a new host vessel. I will need your help, Pommy. Andelia and Olga will be of aid, as well. Where are they? Where's Bessy?"


"How long more do you need? I would like to bear witness to the blessing."


"A runner? Did he take the dagger?"


Odd. Don't see many sun clerics visiting their former sister church… Wonder what's happening at the Sun temple? Perhaps the elder and Andelia have caused a bit of ruckus.


"No, and he should be back-"
A pegasus flies up to the third floor, where both of you are.
"She's telling the truth, sir. I was given this."
The pegasus hands him a letter. The unicorn reads it then looks up at you.
"Very well. Tell us the sort of things you still need and I will see what I can have gathered from the armory. I can't give you too much, in case the expedition fails, but you can have some things. I will enchant your knife while others gather the materials."

No idea, but there is no silver there so you can check if you want.


"Bessy right here… Olga's outside or something. I think I saw Andy go off somewhere?


"But doesn't that violate basic pony right to self-governance? The people have a right to know!"


I'll wander over to the Sun temple. We just left there, really, but I suppose going back to say hello can't hurt.


"Good. Probably she went to the Sun Temple for the key to the tunnels. We should go there, too. We'll pick up the crone on the way."

To the sun temple!




"At this rate we'll take anything capable of banishing shadow."


Nod "Understood, I believe our archers could benefit from blessed ammunition, things that can repel undead?"


"And they say vampires violate a basic pony right to have all your blood in your own body."
They shrug.
"What're the people gonna do?"

You return to the temple. A donkey at the door greets you.
"Hello! How can I help you?"

The two of you arrive while Brutus is at the door.

"We don't have the spell. Think of something more…readily useful?"

"We can do that."


Having said that, the yellow unicorn runs off again.


I followed Pommy and DK too!


I shrug back.
"Organize an activist group?"


"Just came to meet up with a pair that may have come in already. A mare and and old nannygoat."


And then you were there too.

"There are plenty. They can't due much because most everyone prefers living rulers over dead ones. Not too mention the council isn't too found of neighsayers."

"Oh. They should be on the top floor."


Go up to the top floor with everyone else.


"Thanks. I'll head in, if you don't mind."


"I'm afraid I have nothing in mind. Unless you have something to improve a sunlit torch?"


Think for a moment.. what did the others use.. "If you had any swords or staffs that produce light or music, that would be useful."


"They need to open their miiiinds."

Where is everyone else?


The four of you pass a bright yellow unicorn on your way up. At the third floor you find Andelia and Olga.

You guys already got one of those.

He calls over his shoulder as he runs off.
"I can get a sword!"

Sun temple.


Bright yellow unicorn?
Who's that!
"Hi! Who are you?"


"Thank you." call back to him and wait here.


I'll nod to the other two.
"So I suppose it was you two who sent that Sun messenger off to the Moon temple?"


Already? Dang! After them!


"There you two are! Where's the crazy one?"


"It was the priest who sent him, to confirm our story."


"The Moon Temple informed me that you have the spell components for a binding spell. If you could provide them, that would allow us to rebind the shadow."


"Crazy one? But you're right here Pommy." lovingly rub your head.


"I see."
"We had a crazy one?"


"The old goat. The one with the propensity for dancing and chanting with her stick."


"No time!"
He disappears as he runs off into the temple.

You are directed to the third floor of the temple.

#Ready to get your stuff and the components?


Smack him on the butt


"Wha- Heeey! Come back here!"
I go chase after him!

Roll #1 5 = 5


Wag my tail
"No no! I meant… uh.. Happyhorn!"


I'll just roll my eyes.


"She's not crazy."


"Olga is right next to me. "
giggle slightly "Oh, I'm not sure."


"I wouldn't do that if I were you. Pomelo's likely to get jealous. And when he gets jealous he tends to heabutt others."



"My horns are burnin'~"


Yeah let's go


All ready.



"Oh hey! You should get that checked out."

Put my hooves together
"Liiiittle bit"


And Ready too I guess.


I'll shrug.


You can't catch him. He is 2fast.

After about fifteen minutes the bright yellow unicorn returns carrying Andelia's dagger and a glowing sword. Several earth ponies follow him up with packs of materials.
"Here you are. Your key, a sunsword, and the components for one casting of the binding spell."


"You wanna, huh? I bet you dooooooo"


I take the components.

"Thank you."


"Thank you for your help."


Uh, I got my cannon upgraded, right?


Retch and hang out my tongue
"I'll just say a prayer for you instead. From a distance."


There are too many bags to carry. Good thing you have a couple of beast of b-buffaloes.

"You're welcome, and god luck in there."

Your slingshot. Two deities can't bless the same item.


Wrong talking animal



"How you gonna treat your best goat buddy like that?"


I was just checking to see that I did get something blessed!


"We'll likely need it."
I suppose I'll be carrying at least half the materials.
"We're burning daylight, so we should move while we can. A pity we couldn't get a few of the other temples to lend a hoof."


"Thankyou." keep carrying the key and a few of the bags as well. "don't worry, we will solve this mess."



"Before we leave, we need to go back to the inquistors' mansion. I believe there's a book there that should provide a map of the temple grounds for us."


"So that shred of map I had was useful, then?"





"Have you tried?"

"Hope so."


"Also I suppose we should go collect that paladin."


"what about that map that I copied before?"


"This should be a more complete map, I hope."


"If we want to get in there before nightfall, we likely won't have time to garner aid from more than the three we've visited. Yourselves, the Moon temple, and the Laughing One's temple."


"They'll be the ones hiding away information. We should go."


He is with you guys.


"Aw. And the Discordians probably would've tried helping too.."


"To be honest, their version of 'help' would have probably been to hire a vampire to let us in the door."


"We might have time to ask them, yet. Only I need to go to the inquisitor's mansion, after all."


"One less step to take!"


"They would've been a big help too… Maybe we can split up?"


The Pinkie paladin scoffs at the idea of getting help from Discordians.


"Hey, they may be dumb jerks but we're two sides of the same coin. Look at it like this: If they don't help stop this thing then eventually there ain't gonna be anyone left to prank!"


"The key has a time limit, we need to use it before the enchantment wears off."


Are you guys going back to the mansion or doing something else?


"Then we must leave now. What are we still waiting for? We need that map from the Inquisitors, and then we need to get into the forsaken district."




Do we have time to do both? Can I split off and do my research while everyone else asks the Discordians for some help?


"The spirit is nice Pommy, but maybe we shouldn't waste time with them right now."


"Righty, we're probably running out of time."



"We have time for me to go to the inquisitors if you all hurry to the Discordians. They are the ones most likely to give us some form of aid.

"We can meet back at the Temple of the Sisters as soon as we're done. Agreed?"


"I guess."


I'll snort.
"I doubt that, honestly."


"Well then go to whichever temple it is you think will give aid. But be quick about it."


"maybe Brutus and I can head over to the nature temple then."


"Worst they can do is say no. But we should hurry."


"I will join you. I might have a few ideas… "


Nod "Alright, lets go then."
To the nature temple.


"Oh, okay! We'll be there and back super fast!"

Head off to find the Discordians


Gallop over to the inquisitor mansion ASAP


Pomelo and Bessy begin their search for the Discordian temple. After half an hour of searching the two of you find a likely looking place, but only wind up in the Joke Shop. The donkey behind the counter smiles.
"Has what's-her-name put on that mask yet? Does she even have it? I remember time getting a bit out of synch with that one."

The three of you make you way to then through the forest to the Nature Temple. Andelia leads you all to the paladin barracks where several beefier members of the warrior order train.

You gallop as fast as you can and eventually reach the library of the mansion.


"Uh… I don't think she did yet. But that doesn't matter! We need your help to take down the Shadow!"


Head inside and ask to use the library again.

and, presuming they consent…

I look around with the ol' see 'ems to find the book I'm looking for.


Roll #1 3 + 3 = 6


Hmm. I've had a thought. If the Charioteer's name can cause a reaction by itself, what would the Shadow do to a Lycan's mind? Should I really be going into this without armor for that part of me as well…?
"I might have to beg audience of the High Seed. I trust you'll be fine here for now?"


Smile at them "Hello are any of you free tonight?"


"I will go to them before I leave here but yes. I can handle this."


Nodding, I'll head off towards the audience chamber where I last encountered the Seed. I'll probably be caught by the trees in no time, though.


Stamp my staff on the ground.

"The Nightmare's shadow, sealed in the forbidden, seeks to rise again! Who among you would join us in fighting it?"


"Uh… um… what she said!"


File: 1387514943658.png (1.24 MB, 1120x1374, Temple of the Two Sisters ….png, IO Google TinEye)

"My help? Me?"
He starts laughing so hard that he falls over the counter.
"That's not my roll in your story at all! Guess where you are and you can go talk to people who will help."

You manage to find the book with their help. The basement looks rather large.
"Sorry, but we aren't sure where exactly you will be able to gain entrance to the basement."

The Shadow is from Nightmare Moon. Tirek is the Charioteer.

They all grin.
"Free for what?"

You explain the situation and are lead up to them.
"We have no relics that can help, I am afraid, but I have the feeling most of our warriors will be willing to help. Because of this we must limit the number you can take. We will need enough left to keep our forest safe."

They all look at each other.
"Wait, the Shadow?"


"Uh… A Discordian joke shop? You were the closest thing we could find!"


"Can I take this? I will return it when we're finished. And in any case I suspect if we fail you won't have much need of this."

What else is in the book '1d10'?

Roll #1 2 = 2


"I would have no wish to leave your temple defenseless, but I actually had another concern that plagues me. When our group encountered the werefolk in the mountains, most were in thrall to the Charioteer. Even the mention of his name is enough to provoke a gut reaction in myself, who has no ties to him. I fear for the safety of the others if the Shadow within the ruined temple can strip me of myself as easily as he could."
I'll look to each council member.
"Is there some way my mind and soul could be shielded from such influence?"


I'm aware, but if their dark powers are similar enough, then domination of the mind isn't too far out of field.


Nod at their surprised remark. "Yes. The shadow, the curse upon the city. We are going to stop it, tonight. Which of you might be willing to help? "


"Yes! Do you not see it? Rising vampire activity, fell nigh creatures… the temporary containment is failing! We need fighters to help quell it!"


He climbs back over the counter.
"Half right. Use your buffabrain."

One of them magically copies the map.
"You have this, sure."
The map was the only thing in the book.

You thrash a few times when you say his name, but the spears of the guards are enough to get you back under control.
"The Shadow is from a different god entirely. It should not affect you and more than the full moon would, and there is no way to shield against that. You should keep your wits about you, however."

They look at each other.
"We aren't sure about the Shadow…"
"But if it means killing those vampires we'll all go!"
You've got seventeen recruits ready to fight for you.


I scratch my head and scrunch up.
"Hmm… this isn't the Temple of Discord, is it?"


"We will return later."

Leave and get to the appointed meeting place.


I guess saying Tirek would have made a more violent reaction.
I'll nod to them.
"I suppose that's it, then. Andelia and the elder, Olga, are already asking for volunteers, I think. I should probably tell them how many you are allowing us to take with us."


"This doesn't look like a temple at all. Heck it barely looks like a shop!"


Smile widely "Really, all of you want to go? I knew I could count on the nature temple for bravery" and then look concerned. "What if something comes for the temple while you are all away? At least five of you should stay here in case."


"Courageous ones! Know that your spirits will forever be revered! But yes, as this ones says, a few should remain as guardians. "


A bell dings a few times; streamers, confetti, and balloons rain down from the air; and a banner unfolds from the ceiling which reads NOT ENTIRELY DENSE! The donkey pats you on the back and shakes your hoof.
"We have a winner! Congratulations on finally picking this up, great scion of the Laughing One! Now, for bonus points, can you guess what. Is. Be.Hind. Door. Number. One?"
A door flashes into existence with a puff of smoke. It has a bright yellow 1 painted on it.


You go back there. By the time you get back all the others will be waiting for you.

"Please do so, and good luck."

"Uhh. How are we supposed to pick that?"


"Thank you. Now, how many are we allowed to bring with us?"


"You could pick the strongest to stay back, so that the temple does not lose its best warriors to this fight." I suggest


"Um. something super sweet just for us?"
Creep up slowly to the door


"Something that will help us?"
I put an ear on the door and try to listen to see what might be behind it.


"Only six. The forest covers a lot of ground."

A few of the beefiest looking step back.

"ERRRNT! Try again."

The door swings open and both you and Pomelo fall through. The door slams shut when you both get back up. From the looks of it both of you are in a massive circus, but the images of Discord everywhere let you know that isn't quite the case. A pegasus wearing armor lands in front of you.
"You pinkos are looking for soldiers to fight vampires and shadows, eh?"


"Y- Yes?"
Is this typical Discord trickery or is there something more here?


"Thank you. I'll let them know."
And once I'm dismissed, I'll make my way back to Andy and Olga.
"The High Seed are allowing us to enlist six to our cause."


>I look around


Get up and shake myself off
"Yeah.. whatever help you can give."
Look around. There many worshipers here?


"excellent. Now what was our next destination again? "


"Oh I see. Brutus you help decide which should come then. Did the High Seed offer any artifacts?"


I'll shake my head.
"They could only offer us the strength of their followers, and their hopes."
I'll look at the remaining recruits.
"So, how many are we left with before I test them out?"


Both. You can tell that this is a temple, despite the circus clowns and the giant tent you are in. There are so many zany things here your head is starting to hurt.
"You guys took your time asking for help. Watch and maybe you'll see what true power is."
Three other ponies, armed and armored, step up to you.
"You ready to go? The Shopkeeper says some of you want to pause and sleep soon."

"This is it."
It sounds like there are hundreds of people here, but not all the accents are the same as what you have been hearing in the city.

You find them in the barracks with some strong, but dull, looking warriors.

"The Temple of the Two Sisters?"


"We have our pick of all seventeen of them."
I don't have any upgrade available for the mace do I?


We can talk about that when I'm not tired.


Maybe there'll be loot in the dungeon 0u0


Great, we always get the bright ones.
To Andelia:
"Have you checked any of their necks? Any of the ones that have participated in feeding the twins I want nowhere near vampires who don't care about them."


"Well sorry! But thanks for the help! So, uh… how do we get out of here?"


"That's right! "
Wait for Abdelia to be done


Make a mental notes that Discordians get sweet temples and I'm super jealous

"Thanks for the help. Now we gotta get goin'!"


"I didn't but its a good idea" '1d10' spot check their necks.

Roll #1 5 = 5


Repeated feeding builds loyalty. Brutus was told this, I am sure.

Mentally noted.
"This way!"
They lead your through a tent flap and you, Pomelo, and the warriors are near the fense protecting the Temple of the Two sisters.

They've all got bites.


As am I, but that's still a weakness if they're more into the biting than they are into the twins. Vampires can be seductive creatures when they wish to be, foul things that they are.
"Which of you all have neck armor?"


Where'd we exit out from? I look behind us.


"you'll have to take no one if you're not taking ones who have been bitten. But that just means they will be more devoted to protecting us, since the twins don't want us harmed "


"Perhaps. But I don't trust thralls, no matter who has bit them. Nothing against the Twins, of course, but what if the vampires in the temple can influence them more easily due to their state?"


"I'm fairly certain they can not."


"All of us."

You can see a bedsheet that was thrown over a bench.


"I'll take your word for it. So, three strong ponies, three fast ponies?"
"Good enough, I suppose. There are likely worse things that vampires in those ruins, so those who come with us had best be prepared. Make certain your blessings are in order, and your gear is ready."


"Make your choice. But remember we have portable sunlight"


"Brutus is more a warrior than myself. I will go with his judgement."


"Ohh, smart!"
Head to where the others are


And then everyone got to the temple with the fighters they wanted.



The sun is high in the sky and the party stands in front of the Temple of the Two Sisters. Attached to the largest members of the party are the materials needed to perform the binding spell to reseal the Shadow, assuming their guesses about the Shadow are correct. The party has acquired a collection of magical weapons, armors, and items. Dreamkicker has obtained a copy of a map of the Temple of the Sisters. The party has also acquired one paladin of Pinkie Pie, six paladins of Nature, and four paladins of Discord. You may all inspect their armaments if you wish.



What do the Discordians look like?


The paladins have magic or silver gear right?


Well, let's see what the Nature Paladins are packing.


Check out the ponk pally's gear


Well everyone else has their gear covered.
I go over a quick inventory of my potions! They're all good Healing potions, right?


There are two donkies, one pegasus, and one unicorn. They are all wearing jester outfits or clown outfits.

The Pinkie paladin has a large steel hammer with a squeaky tip on the end. The nature paladins are all armed with weapons that look like they were carved or even grown out of trees and are wearing ironbark armor. The Discordians are all armed with silver weapons and all wearing jester outfits or clown outfits

You have five good Heal potions.


Well, then let's get moving.
"Alright, so are we just walking in the front door or is there a better way?"


Well, that all seems like it will be effective.
show you the blessed dagger. "We have this. Its enchanted by two out of three keys."


"I'm afraid this is an expedition into enemy territory, gentleponies – not practice for the circus. Why are you dressed like that?"


"What's the third key?"


"the one in the twin-sister's temple."


Give the hammer a squeak
"Mmm, gotta love classic Pink temple weapons."




The discordian pegasus shakes her head.
"That building is a hollow shell. The roof and floors have all collapsed. We should search for some way down to its lower level."

There are two sets of keys. Your dagger is one complete set. The other set has three keys which are all located in the basement of the Temple of the Two Sisters, which you are all in front of.

They just laugh.
"He was right, you really are blind for a three-eyed guy."

He shifts his hammer.
"Careful. It's still a weapon."


I nod.

"DK's not blind! He's just a bit… special at times!"


oh, never mind then, this key just opens this temple?
"Anyway, should we enter the temple now?" try to get inside the Two Sisters temple


Nod and back away

"Yeah, I think we're ready"


"I see well enough not to dress myself like that."

To the underground?


"We're burning daylight, so yes."
Now we need to find the way in.


"He certainly is."

It opens the Temple of Luna. All you have to do to get into the Temple of the Two Sisters is hop a fence and find a way down to the basement.

All of you hop over the fence and walk up to the temple. The sun isn't as bright on this side of the fence, and the air is colder. All the trees that used to grow here are dead, and there is no grass growing through the cracked paving stones. It is dark beyond the front door.


I shiver from the sudden chill, and light up my torch and peek inside the front.


I look around inside with Farsight.


look sad at the dead trees. "such darkness.."


Well, this is welcoming… Make sure my shield is ready.


"Kinda spooky…"
Slowly walk up to the door


The two of you can see a large amount of rubble scattered around inside. There is a small, hard to notice path through it though. Animal skeletons can be seen here and there.

The Nature paladins share your sentiment.

Your shield is strapped to your leg where it belongs.

Very spooky. You see a skeleton bird sitting on the rubble inside.


"Yes, very spooky. Onwards and downwards, as they say."

Forward, checking for traps and hidden doors and such.

Roll #1 5 = 5


Keep my ears and eyes open for anything suspicious. '1d10'

Roll #1 7 = 7


Well, nothing to do but keep moving, try to ignore the dead plants and focus on finding a safe path '1d10'

Roll #1 7 = 7


I gulp but shake it off and take a small step forward after Dreamkicker goes in.
Checkin' for odd/dangerous stuff '1d10'

Roll #1 10 = 10


I hop in behind Pommy!


You can't spot any traps or hidden doors as you travel down the path through the ruble. After a few sharp turns the path, more of a tunnel now, stops at a staircase leading down into the darkness.

You can't hear anything except the sound of those around you breathing and walking.

There is only one path through the rubble, and you follow it while ignoring the death around you.

You skip over and ahead of the party and keep off the beaten path as you go. While bouncing along you devour several collections of tin cans and pocket the fishing line that was tied to them. What an odd thing to leave around.

The only people that enjoy you attempting to hop over them as all of you travel in single file through the narrow rubble path are the Nature paladins.


I light the magic lantern before descending the staircase.


"Dreamkicker, did you manage to get that map drawn up before we left?"


"I have a copy, yes."


"Don't worry we'll be out of here soon." I assure everyone as we keep moving.


"Then we'll be deferring to you for directions. Don't lose it."


Mmm snacks! Am I still with the others?


File: 1388628471292.png (21.51 KB, 254x145, Temple of the Sisters map ….png, IO Google TinEye)

Its bright light fills the darkness around you.


All of you descend down the staircase. The tunnels are cold enough to make everyone wish they had brought a coat. The tunnel straight ahead is caved in, but tunnels look like they travel to the left and the right.


Anything special about either path? '1d10'

Roll #1 9 = 9


Stay close to the walking coat that is Bessy and keep moving down the hallway.


Check the left with see 'ems

Roll #1 3 + 3 = 6


Keep myself pressed against Bessy's for warmth.
Can I see down the left path? '1d10'

Roll #1 7 = 7


Follow after DK and the rest.


I guess I'm just gonna keep following!


File: 1388629084462.png (28.37 KB, 279x272, Temple of the Sisters map ….png, IO Google TinEye)

The right path is caved in further down.

You look backwards in time. You see vampires coming and going. After that you see a lot of nothing, but can occasionally hear the rumble and crash of collapsing tunnel and rooms. Eventually you see a few very beat-up looking people covering in armor and bristling with weapons leave. A second later you see six times their number dig their way in through the rubble, all as heavily armed and armored. Not long afterwards everything goes dark. The darkness gives way in streaks to show off dead ponies, then the ponies as they were moments before their death: running and screaming.

As you all travel Pomelo's eyes can make out that this tunnel also splits in three directions. None of them appear caved-in.


Can I raise an ancient?

Would be useful to have a body walk in front of us

Roll #1 8 = 8


"this place isn't very stable." I comment with a frown and check the path to the right '1d10'

Roll #1 2 = 2


I'll look down the left path. '1d10'

Roll #1 7 = 7


"Well, left would seem to lead further into the vampire complex."

What's to the right?

Roll #1 8 + 3 = 11


"Oh, this is like the last time we went underground in that other town!"
Look down the top path '1d10'

Roll #1 5 = 5


"So where are we goin'?"


File: 1388630015869.png (38.38 KB, 275x363, Temple of the Sisters map ….png, IO Google TinEye)

A skeleton digs its way out of a caved-in path.

You can't see much at all. It's too dark even with the lanterns and torches.

You can see a door along the left wall, and a door at the end.

There is a short hall that leads to two rooms on the right. Each are empty of anything useful, but the left one has vampires in it. To the left is a room that also has vampires in it. Taking the path straight forwards then looping back will let you get around those vampires and also let you get into a room filled with a golden glow. There is no sign at all of the false moonlight you were warned of.

You can just barely make out a turn to the left here.


"Shh. Vampires on the right side. Let's take the forward path. That seems to be safest."


"Which way, Dreamkicker? You've got the map."


"Which way do you guys want to go?"


Nod quietly and follow you down the forward path.


I nod.
"You're the boss!"


Nod and creep my way down the forward path


"Wait before you walk! "

Send skeleton in front of where we're walking.


File: 1388630570802.png (45.68 KB, 323x442, Temple of the Sisters map ….png, IO Google TinEye)

11/15 on Dreamkicker's Sun Lamp.
The party follows the skeleton down the hallway. All of you can can see a path leading to the right, which itself turns to the left. Dead ahead there seems to be a door.


huh, go investigate that door. '1d10'

Roll #1 2 = 2


I'll look down the right path. '1d10'

Roll #1 7 = 7


Look through the door.

Roll #1 5 + 3 = 8


Scope out that door!

Roll #1 6 = 6


I'll just let everyone else play with the door


File: 1388630926562.png (50.09 KB, 333x449, Temple of the Sisters map ….png, IO Google TinEye)

It's a door alright. It looks stuck, though, so it will need to be forced open.

It keeps on making right-hoof turns until it opens into another room.

You see a small, unfinished hallway. There is a door on the left.

You see the same things Andelia saw. It looks safe to open.

You do.


"Down this way."
I take the crooked hallway.


Huh. Well, I'm not going to split the party, though.


I walk, not hop, after DK.


put some muscle into it '1d10'

Roll #1 8 = 8


Use my head on the door '1d10'

Roll #1 4 = 4


File: 1388631400758.png (59.49 KB, 382x480, Temple of the Sisters map ….png, IO Google TinEye)

9/15 turns left on Dreamkicker's lamp.

The three of you file down the hallway with half a the paladins. This is a large, wide tunnel that stretches off into he darkness. There is a tunnel leading to the northeast
Everyone but Brutus please roll.


Your sharp nose picks up the smell of old blood.

You splinter the old wood with your butts.

And you finally break the door down. This hallway is unfinished and the is a door to the right.



Roll #1 2 = 2



Roll #1 10 = 10


"…Uh oh, I'm not splittin' up down here. Nah uh."
Nudge Andelia to get her attention and scurry over to the others


"Just how many doors does this place have?" '1d10' try to open this one to.

Roll #1 2 = 2


I'll scrunch slightly.
"There was blood here. Old blood…"
I'll sniff again. Can I tell how old? '1d10'

Roll #1 2 = 2


"Huh.. oh.. sorry. I'll be right there then."


…Stop halfway and stay near her until she's done. Being alone is far worse than being split into groups


Nothing seems out of the ordinary.

You can smell a lot of old blood. If you had to guess you'd say this is where the vampires dragged their victims whenever they didn't feed out on the streets.

You can't. All you can tell is that it is dry.

You leave Andelia alone with the Nature priests.

This door is stuck too. It'll take muscle to open.

You rejoin the party with the Nature paladins.


"Say, vampires aren't that active during the day, right? What if there were a few lingering about up here."


"If there are vampires here, we'll just deal with them."


"Well it's not like we didn't come down here armed to the teeth or nothin'…"


"They're probably gonna come after us anyways once we start making a ruckus down here!"


"That's what I meant. We take care of them now while it's still daylight, and they won't fight back."


"Probably a better idea to hit first, but be ready!"

Make sure my sunlight torch is ready


The paladins crowd around.
"Are we hunting vampires or trying to get through here fast?"


Your torch is ready.
it has 20 turns of fuel.


"…Fast, I suppose. Once we reach the source, they'll come after us anyway."


I shrug
"Little from column A, little from column B"


"Well, if we see vampires, we'll kill them. But.. fast is better for now."
weren't we looking for something here?


"We are sealing the shadow back in its prison. This is not a personal glory expedition, nor is it a field trip for you to acquire trophies for your mothers to fawn over. As such, we need to move through this temple as quickly and safely as we can."


6 turns left on Dreamkicker's lamp.

"Then let's get moving."

Three keys to open a door to a tunnel leading to the Temple of Luna.


"Then move, Dreamkicker. We're all following you on this because you have the map."


Nod and keep moving forward. '1d10'

Roll #1 4 = 4


"Then follow me."

Back down the crooked way. And I turn off my lamp for now.




File: 1388632795986.png (60.4 KB, 389x482, Temple of the Sisters map ….png, IO Google TinEye)

Dreamkicker's lamp is recharging. 1/5

All of you make your way back through the crooked hallway.


Oh, I thought we were still on the other side.

I want to head towards room 123.


"Where are we heading towards again DK?"


go back to the door by 118.


"Yeah, I'm a little lost.."


File: 1388633312752.png (81.29 KB, 520x474, Temple of the Sisters map ….png, IO Google TinEye)

You and the Nature paladins go back to the door you were having trouble with.

Dreamkicker leads everyone else down and the to right as viewed on the map. He takes them past a few doors and around a sharp turn and a caved-in section of tunnel and into a room. There are two doors here. The north one is more ornate than the other.
Andelia is at 118. Everyone else is at 122.


"Dammit, where did Andelia go?"

Check through the north door. '1d10+3'

Roll #1 5 + 3 = 8


'1d10' apply muscle "guys help me open this."

Roll #1 9 = 9


"Wait, where'd Andy go? Andy!"
I look around for her.


I'll sniff the air. Where does Andelia's scent stop mingling with ours?

Roll #1 9 = 9


"Dreamy, maybe we should find her and stick together?"


Dreamkicker's lamp is recharging. 3/5

All you can see beyond the door is a soft, golden light.

You crash through too door with your earth pony muscles. All around you in the room are wooden coffins, and in them are hungry looking vampires.
"Who ordered out?"
Roll to dodge.

You can't find her anywhere near your guys.

She left the party after you all left the windy hallway.


'1d10' dodge!

Roll #1 7 = 7


Flash the torch!

Did vampires take her?


"W- We should go find her… What if something bad happened to her?!"


"Dammit. Andy split off to the north. This way!"
And I'll charge up there after her.


Frown and rush after him


"Right. Let's go find the dogpony."

Follow her trail!


After him!


File: 1388634252224.png (88.38 KB, 522x511, Temple of the Sisters map ….png, IO Google TinEye)

Dreamkicker's lamp is recharging. 4/5

You dodge out of the way as the nature Paladins charge forwards to fight the vampires. Looks like there are only four vampires here.

You sure you want to? The paladins have regular torches.
You have no idea.

All of you charge back through the tunnels, but pull up short. Something resembling a large beam of moonlight is coming out of one of the walls and going into the wall on the opposite side of the tunnel. It is wide enough to completely fill the tunnel, leaving no way through without moving through the beam itself. The beam pulses and seems to move across the hallway, and small tendrils of the stuff poke off of it and slowly wave through the air.

Something about this seems familiar. Perhaps you read about it or were told about it?


"What is up with that moonlight? It's almost… alive."


"Stay away from that! It's a mass of corrupted moonlight."

Move as far away as possible and wait for my lamp to recharge.


"So we just abandon Andelia then until it passes? Are there no mirrors we can use to redirect it? Would that even work?"


"We gotta get by it though! We gotta go find Andy!"
I pace around.
"What about… What about one of the torches! Will that work?"


"Just wait a second, I'm sure he's got somethin'. And she's got the nature paladins to look after her until we get there!"

Back up with him


"Shut up! Not time for speeches from you! It'll be one moment!"

Waiting for lamp to recharge


Andelia seems to have gone missing, according to Steam. What do you guys want to do?


"We can take em'!" '1d10' attack one with the sliver spear.

Roll #1 8 = 8


So quick to jump to conclusions! How rude.



The paladins all pull back from it.
Your lamp is charged.

You slice one up pretty good with your spear. The others continue to fight.


Light the lamp. Let's see if that works.


'1d10' keep slicing.

Roll #1 10 = 10


I will now!

Shine my torch at the moonlight. Counteract it.


The moonbeam doesn't react.
14/15 turns on Dreamkicker's lamp.
19/20 turns left on Olga's lamp.

You press the attack and stab the vampire through the heart. It explodes into dust.
It looks like your allies are winning, but a few of them are sporting some wounds.


"Is there some other way around? At all?"


'1d10+2' natural remedy on the most injured one.

Roll #1 1 + 2 = 3


I pace around even more.
Where's the moonlight coming from? Can it be blocked?


"Doesn't anyone have a map?"

He starts to convulse and drops his weapon. A vampire tackles to to the ground and bears his fangs.
0/6 Hits
5/6 Wounds

It's coming straight out of a wall. Because of that you aren't sure that it can be blocked.


Uh… hold up the orb and see if it reacts to music? '1d10'

Roll #1 8 = 8


"Further down the hall. This way."
Towards 115


kick the stupid thing off of me '1d10'
"Come on, we can do this."

Roll #1 3 = 3


"The unicorn."
Grumble slightly.


File: 1388636078698.png (94.89 KB, 518x489, Temple of the Sisters map ….png, IO Google TinEye)

The moonbeam doesn't react, but a few of the paladins look ready to hurt you.

It punches you in the face once.
"Relax, cutie."
One of the paladins tries to break away from combat to help you up.
0/6 Hits
4/6 Wounds

You push open the door with your TK and run into the room. There are five coffins in here, each filled with a groggy looking vampire.

Roll #1 10 = 10


The paladin lops off the vampire's head then runs back to help with the last two vampires.
You are still Helpless.


'1d10' try to get back up.

Roll #1 6 = 6


Gah! Vaporize one of the vampires with a fire stormbolt for four hits!

Roll #1 6 + 3 = 9


Shake my rear to the music for a few seconds while being completely oblivious to the paladins' looks, then put it away. Follow Dreamkicker!


Charge through the assembled vampires. I'm a buffalo with a mission. Slam. '1d10'

Roll #1 5 = 5


I join in the dancing, and also follow DK!


You pick yourself back up. The paladins look like they'll eventually win.
6/6 hits
5/6 wounds

The light from your lamp and Olga's torch makes the vampires hiss and draw back. You cause one to burst into flames and the vampire quickly turns to dust.
4 vampires left.

the two of you follow Dreamkicker into the room and see your friends and the paladins all fighting vampires.

The vampire you were targeting leaps out of the way just in time. You run headfirst into a wall and give yourself a headache.

The paladins join in the fighting.

8/9 hits


'1d10' use an earthen grasp on one of the vampires. "Hang in there guys."

Roll #1 7 = 7


Crossbow to the face on the next vampire!

Roll #1 3 + 1 = 4


Party Cannon one of the vampires!
Right in the face!

Roll #1 4 + 1 = 5


Charge up to a vampire and give one a cannon punch to the face '1d10'

Roll #1 8 = 8


Don't have time for this. Smash another vampire with my shield. '1d10+1'

Roll #1 3 + 1 = 4


Flash the torch!

Roll #1 3 = 3


You grab one of the vampires with vines, and a paladin takes off its head with his axe.
1 vampire left for Andelia.

The vampire turns to smoke before your bolt can hit it, then rushes over towards you and resolidifies just before slicing your shoulder with a knife.

Your cannon snags on a loose stone on the roof, causing you to miss. The vampire runs over and hits you with an uppercut under the chin.

You run over to him and punch him in the face with your boxing glove cannon. All the light in the room makes the vampire cringe backwards when hit.

The vampire slips around your shield and stabs at you with a knife.
"Filthy animal!"

One of the vampires snaps a few of your minion's bones while you are distracted.
I'm pretty sure your torch only makes vampires take more damage. It doesn't actually deal damage.

Brutus: 8/9 hits
Dramkicker: 3/5 hits
Bessy 4/5 hits


Headbutt him back!

Roll #1 5 = 5


10/15 left in Dreamkicker's lamp.
15/20 left in Olga's torch


Attempt to stab the last one with the sliver spear. '1d10'

Roll #1 2 = 2


Snarl at the vampire.
"You're one to talk!"
Slam with shield. '1d10+1'

Roll #1 5 + 1 = 6


Have skeleton stay close by.

Hit one with staff!

Roll #1 5 = 5


Start playing some music. Inspire '1d10'

Roll #1 1 = 1


luck thingy reroll! '1d10'

Roll #1 2 = 2



I back up and try to shoot him again

Roll #1 7 + 1 = 8


He headbutts you at the same time. His head is harder.

You can't get a good shot at the last one, as he is surrounded by six paladins. They finish him off and he turns to dust before you can try again.
"I can't wait until we can go back home."

You hit it with the shield and knock it to the ground. One of the paladins runs over and stabs it. The vampire's skin starts to smoke and crack under the light in the room.

Your old bones cannot move fast enough, but your minion's old bones take the hit for you.

A vampire grabs your squeaky staff and starts hitting you with it before you can make any music. The Pinkie paladin drives him off before he can beat you down though.

You don't take as much time to aim this time and are rewarded with a solid hit. The vampire stumbles backwards and collapses. A Discord paladin run over and starts to hack away with a wicked looking axe.

The paladins, helped by superior numbers and a lot of sunlight, drop another vampire to the ground and start to rough up another.
3 vampires are Helpless.
1 vampire is still standing.

Brutus: 8/9 hits
Dramkicker: 3/5 hits
Bessy 3/5 hits
Pomelo: 1/5 hits


Decapitate one of the downed vamps with the edge of my shield. '1d10+1'

Roll #1 5 + 1 = 6


I bet I'm stronger!
I pick him up and throw him!

Roll #1 1 = 1


"Ow ow I'm okay!"
Heal myself '1d10+3'

Roll #1 5 + 3 = 8


"Yea. lets see if we can find the others now." did these vampires have anything interesting on them? Check this room. '1d10'

Roll #1 3 = 3


Purge a helpless vampire with a blow to the neck!

Roll #1 10 = 10


I throw a fire stormbolt at another vampire. Probably not the one Bessy is trying to throw. Five hits.

Roll #1 6 + 3 = 9


8/15 left in Dreamkicker's lamp.
13/20 left in Olga's torch.

You slice a vampire's fanged head off with your sharp shield. Both the head and body turn to dust.

He turns to dust to slip out of your grasp then reappears under you. He starts to push upwards, and it feels as if he just might get you up into the air.

You hide behind the Discord paladins and heal yourself with a little prayer.

Just dust and coffins in here. There is a door to the south.
Roll 1d10

You run over to the healthiest looking vampire and start to saw away with your dagger. After a bit of hissing and screaming his head comes off and turns to dust along with his body.

You engulf another vampire in flames. The paladins back off and watch it burn to dust.

The paladins then go and finish off the last Helpless vampire.

Combat over.

Brutus: 8/9 hits
Dramkicker: 3/5 hits
Bessy 3/5 hits
Pomelo: 5/5 hits


"So what was the point of leading us in here, Dreamkicker? How does this get us to Andelia?"


"Come on. This way!"

Up towards 116 and Andy-chan


"Grr… those vampires were big dumb meanies!"


"Are you okay?"


Turn off torch if it's not already

Roll #1 8 = 8



Roll #1 7 = 7


File: 1388639148813.png (97.55 KB, 502x480, Temple of the Sisters map ….png, IO Google TinEye)

You run to the next room.
Your torch has 7 turns left.

You shut off your torch. It has 13 turns of fuel left.

You hear a bit of fighting coming from the south, but it stops.

Andelia is in 117.
Dreamkicker is in 116.
Everyone else is in 115


Hop up on her and give her a pat


Up to 117. Bust in the door ready to frag vampires.


shout at the door. "HEY IS THAT YOU POMMY?!"


I nod.
"I'm alright! Those vampires were just big dumb meanies though!"

"Wait up for us DK!"


Trundle north, ready to break down doors if necessary.


Follow along with her since I'm on her back


You bust through the door and find Andelia and the nature paladins, several of which have injuries. One is even convulsing on the floor. There are a few piles of dust in the room.

The door answer by opening and letting Dreamkicker come running through.

The rest of you go upwards and see what Dreamkicker sees.

Ready to pause or do you want to keep going?


I'm good for whatever!


'1d10+2' try to use another remedy on the paladin from before

Roll #1 10 + 2 = 12


Wave at them
"Hi Andy!"
Heal her or one of them up '1d10+3'

Good to pause soon

Roll #1 3 + 3 = 6


Good for either, but we should probably pause.
Well, nothing I can do here.


I could pause soon.

I try to act all cool and collected as I turn off the lamp. '1d10'

"I see you handled yourself without our assistance, Andelia."

Roll #1 10 = 10



Roll #1 9 = 9


You heal him completely and give the remainder of the cure to all the other nature paladins. You eat the last bits of it. They are all now at full health and so are you.

You heal Bessy instead.

You are the coolest and collectedest. One of the Nature paladins swoons.



Reviews in the meta or over Steam, please.


"Yea, but I wasn't alone. The nature paladins helped a lot."
"Oh there you are."


>One of the Nature paladins swoons
W-which one?



Roll #1 3 = 3


"We couldn't have done it without you, and thanks for the healing, miss Andelia."

The third one, a beefy looking earth pony.


I, uh, make a note of it.


Nod "That's what team work is all about."


Mentally noted.

"If teamwork is so important why'd you leave the group?"


look a bit guilty. "yea. I shouldn't have. Sorry."


"It's our job to keep you safe, miss Andelia."


File: 1388714550735.png (104.52 KB, 506x486, Temple of the Sisters map ….png, IO Google TinEye)

The party is all in room 117. They have just defeated nine vampires and rejoined the party. Brutus and Dreamkicker are a bit roughed up, as are the Discord paladins. There is a beam of strange light stretching across on of the hallways. One of the Discord paladins laughs.
"I thought you said we were trying to get through quickly."


"We don't leave friends behind if we can help it."


I dust myself off and smooth my coat. I count heads and make sure we're all accounted for.

"Nor will we leave you behind, I promise."


I'll glower a little, but say nothing.


"We would but then how would you keep up?"
Heal him '1d10+3'

Roll #1 4 + 3 = 7


"Well, which way now?"


"What about when they leave themselves behind?"

Everyone is here.

Dreamkicker is now healthy as can be.

"Ask the butt with the map."


"Then we drag them along whether they like it or not."


Now fix up Brutus '1d10+3'

Roll #1 4 + 3 = 7


Stare at Dreamkicker. "Well? Can we look at the map Dream-butt?"




Brutus is now a healthy, shaggy buffalo.


The map is in >>512040.


"Yes, here it is."

I produce the map. >>516371

"Hey, wait – Dreambutt?"


"Ooh! That's a new one."
I produce a notepad from nowhere and jot that down.


"So we're making our way to room 130 on that map?"


Smirk at you as I look over the map.
"We should head toward 111 and see what paths are open then?"


You have jotted the map into your notepad.


I jotted down the new nickname for DK, silly!
But I guess the map too.


"Sounds good to me!"
On to 111!


"We were headed to 123 earlier. There's that moonlight in this hallway." I point at the line depicted here ->>516359

"But if we head back the way we came then we can make our way to the original destination, I hope."


"I thought that was the general idea anyway. Let's get a move on."


"Okay then," go back with dreamkicker.


"Room 111 or room 123?"


"I figure we're circling around back to 123 on the map."


"South, back the way I came in, and then we're taking a left towards room 123."


All of you head south, back to room 123. When you pass the blocked hallway you see the tail end of the moonlight disappearing into a wall. The hallway is now open again.


"Well. Let's hope it doesn't pop out from under us later."


"Weird. Where'd it go?"


Give it a strange look. "Must be that false moonlight we were warned about."





Which side did it disappear into?

mmhm mmhm



just follow the others.


File: 1388716990299.png (112.71 KB, 489x480, Temple of the Sisters map ….png, IO Google TinEye)

The right side.

All of you follow Dreamkicker through the tunnels, then through an ornate door into room 123. It is warm in here, like a sunny day. A the walls seem to shine with a light of their own. There are stylized images of the sun here, which you all recognize as Celestia's cutiemark. There is also an old collection of blankets and a pillow, as well as a few empty bowls.


"This must be one of the Armory Shrines. We should be safe here, for now."


I try see-'ems on the bowls and stuff.

Roll #1 7 + 3 = 10


"Some parts of the temple are still holy it seems." Check the room for anything useful '1d10'

Roll #1 3 = 3


Anything interesting about this stuff? '1d10'

Roll #1 7 = 7


They were once used to hold food. The pony that wrote the diary you found in the Inquisition's mansion ate out of these.

There is nothing useful here that you can find.

Not really. The blankets are stinky, the bowls are empty, and the suns don't look like good eating.


Okay, is the door to 124 open-able or not? '1d10'

Roll #1 9 = 9


"Well it seems to be safe. Not a vampire illusion, at least."

"Everyone look for a key. There might be one here."

I scan around with SBS for a key.

Roll #1 3 + 3 = 6


"Bleh. Can't anyone leave decent snack around dark underground places like this?"
Cover my nose


"This isn't the time for eating Pommy! You gotta get serious! Grr!"


File: 1388717848215.png (117.73 KB, 503x463, Temple of the Sisters map ….png, IO Google TinEye)

The door swings open easily. The room is empty.

You are confident that there is no key here.

The pinkie paladin laughs joylessly.
"That's what we'll all be if the vampires get us."


"We should press on."


"Right. Serious. Grr!"

Go through to 124. Look around '1d10'

Roll #1 6 = 6


Press on and investigate the next door '1d10'

Roll #1 4 = 4


I chuckle a bit at Pommy's growl.

I help

Roll #1 1 + 3 = 4


The paladins agree.

Room 124 has a few old chairs in it.

The door will take a bit of muscle to open, but not much. It looks like it isn't trapped. Something pinches your butt.

Andelia is in your way, so you cannot investigate the door. You wonder for a bit on how to make ponies to move without asking, like a simpleton. Eventually, you decide that pinching her butt with your magic would do the trick, and proceed to do so.


"How's that door, Andelia?"


"Its kind of stuck, maybe one of you strong stallions can move it for me?" I ask toward the paladins and move back.. silently wondering who pinched me..


Shake it off and try not to blush '1d10'

Roll #1 3 = 3


File: 1388718510030.png (124.37 KB, 545x485, Temple of the Sisters map ….png, IO Google TinEye)

One of the nature paladins walks over and bucks the door down. The next room is more of a hall. There is another door on the other side. It stretches into the darkness to the left.

You cannot help but blush. Maybe all these tight spaces are messing with your head or something.


You can smell the old blood again.


"Are you blushing DK? Hey Pommy! Why do you think DK is blushing?!"


"More old blood… another feeding chamber, maybe. Let's pass through quickly."
Head to room 126.


"I am n-not!"


"Thank you!" Investigate the north part of this place, nothing collapsed I hope. '1d10'

Roll #1 2 = 2


"Mmm, I'd say a fever. Gotta be!"
Feel his forehead


I'll raise an eyebrow at that. Don't think I've ever heard the unicorn stutter before.


look at you suspiciously.


File: 1388719249892.png (156.51 KB, 588x476, Temple of the Sisters map ….png, IO Google TinEye)

You break open the door to room 126. It is entirely empty.

You carry your torch north and the Nature paladins follow you. The floor, walls, and ceiling is coated with blood, and there are numerous bodies strew around, most without most of their flesh. The few that do have most of their flesh twitch and stand up, blinking milky eyes at the light. They hiss, revealing dozens of needle-like fangs and giant mouths.


I'll whip around and drop Guardian. Sentry makes it automatic.


"Everyone Watch out."
Step back and change into a wolf '1d10'

Roll #1 3 = 3


Fire off a Smoke Shot! Blind these things and get an advantage!

Roll #1 3 + 2 = 5


"Hit em hit em hit em!"
Cheapshot one '1d10'

Roll #1 2 = 2


Fry one of them with a lightning stormbolt! Five hits.

Roll #1 6 + 3 = 9


That is automatic and instant.
You turn into a wolf and try to attack a ghoul but it is too fast and bites you first.

One of the ghouls leaps over the paladins and bites your snout.

The ghoul that bit Bessy's snout runs over and opens its jaws wide, biting your entire face.

Your lamp is ready to use.
You blast the ghoul that attacked Bessy and Pomelo into a wall. It twitches and jerks while its skin sizzles and fries, then falls to the ground Helpless.

Andelia: 2/5 hits
bessy: 4/5 hits


Guardian activated.


Sling my shield at the Ghoul that bit Andy. '1d10+1'

Roll #1 9 + 1 = 10


Throw it off me!

Roll #1 3 = 3


Hop back to safety and heal Andelia '1d10+3'

Roll #1 5 + 3 = 8


I flick the lamp on and wait for Celestia's light while I level my crossbow at the nearest ghoul.


Roll #1 9 + 1 = 10


'1d10' bite him harder.

Roll #1 1 = 1


You toss your shield and it strikes the ghoul's head before returning to your leg.

The ghoul is gone, but by the time you realize it another has leaped onto your back and started gnawing on you. Its giant needle teeth tear your skin apart and hurt like crazy

You hop away from the frying freak and heal Andelia.

But then another ghoul grabs her with its jaws and throws her too the ground.

You turn on your lamp and dispatch the fried ghoul with a bolt to the skull.

The paladins have been caught off guard by the ferocious ghouls and not not faring well.

Andelia: 0/6 hits 5/6 wounds
Bessy: 1/5 hits


I run around and try to throw it off!

Roll #1 2 = 2


Guardian is still active, Andy's still up.
And I'll Slam the ghoul off of Bessy. '1d10'

Roll #1 9 = 9


I shoot the ghoul that is riding Bessy.

Roll #1 3 + 1 = 4


Bolster Andy




She never went Helpess. Want to change your action?


In that case, heal her again '1d10+3'

Roll #1 8 + 3 = 11


'1d10+2' Bite and claw to victory!

Roll #1 7 + 2 = 9


You can't get it off of you, but manage to keep it from hurting you anymore as it is holding on for dear life.

You leap over Bessy and slam the ghoul off of her in an impressive feat of acrobatics.

You miss and a ghoul slips past the paladins to gnaw on your shoulder.

You squirm loose of its jaws and tear into it with your own. By the time to revert to a pony you have knocked the ghoul to the ground.

The paladins are having a hard time keeping up with the fast moving monsters, but are slowly weakening them. The paladins themselves are starting to look pretty unhealthy.

Dreamkicker: 4/6 hits
Bessy: 1/5 hits
Andelia 6/6 hits 6/6 wounds


Guardian ends.


Start healing the paladins! '1d10+3'

Roll #1 3 + 3 = 6


Hurl my shield at one of the ghouls targeting the paladins. The Pink one. '1d10+1'

Roll #1 7 + 1 = 8


Shock the one that just bit me for 6 hits!

Roll #1 9 + 3 = 12


I charge at one!


'1d10+1' Use wrath. "Keep strong everypony."

Roll #1 6 + 1 = 7



Roll #1 4 = 4


You manage to heal the Pinkie paladin. He nods thanks at you before hitting a ghoul with his squeaky hammer.

There are six searing flashes of light. When your vision returns the ghoul is no more and the air smells strongly of ozone.

A green wave of energy explodes from you and pushes the remaining ghouls back, shredding one.

You charge one of the two standing ghouls, but trip on a bone and land on your back.

The paladins, now outnumbering the ghouls almost 3 to 1, finally get the upper hoof.

Dreamkicker: 4/6 hits
Bessy: 0/5 hits 4/5 wounds


No! Not my back!
I struggle to try and roll back on my hooves!

Roll #1 3 = 3


"Hold on buddy I got you!"
Roll Bessy right side up and to her hooves '1d10'

Roll #1 1 = 1


rrrrrrrreroll '1d10'

Roll #1 1 = 1


Assuming I smacked one of those ghouls with the shield toss, I'll help Bessy up. '1d10'

Roll #1 7 = 7


I'm helping I'm helping

Roll #1 9 = 9


One of the two remaining ghouls jumps on top of you and tears into your unprotected guts.

You start rocking Bessy back and forth to try and roll her onto her side. It works, but unfortunately she rolls over you. You are now trapped beneath Bessy, and you think something is broken.

You bash the ghoul off of Bessy. After helping her up and notice a very flat looking Pomelo on the ground.

The paladins manage to knock a ghoul down without getting too hurt.

You fry the ghoul the paladins knocked down.

One ghoul left.

Bessy 5/5 hits 3/5 wounds
Pomelo 0/5 hits 4/5 wounds


Can I get up? '1d10'

Roll #1 8 = 8


'1d10+2' Natural remedy for Pomelo. "Hang in there little goat."

Roll #1 7 + 2 = 9


"P- Pommy! P- Please be okay!"
I charge the remaining ghoul to keep Pomelo safe!

Roll #1 7 = 7


I'll finish off that last ghoul with a shield smack. '1d10+1'

Roll #1 8 + 1 = 9


You pop back into the third dimension and stand up.

You rub a slave into his wounds.

You catch the ghoul with your horns and throw it across the room.

You rush over and crush the ghoul with your shield.

Combat over. Most of the paladins are looking pretty beat up.


"Those of you who can heal wounds, do so. I get the feeling this will be the least of our troubles before this is over."
How many did we lose?


"Thanks Andy…"

Give her a hug, then turn my attention to Bessy and heal her '1d10+3'

Roll #1 3 + 3 = 6


If I have a spare point, put it into pet mastery.

Raise a new shell for spirits from here

Roll #1 3 = 3


'1d10+2' try to use a remedy on an injured paladin.

Roll #1 3 + 2 = 5


Pausing soon. Sorry, but my brain feels like mush and I've got to force myself to keep going. Can we try again Monday?

No one.

You heal her up. The Pinkie Paladin taps you on the shoulder.
"Do you know a prayer of healing, by any chance?"

Done, but you cannot raise anything without concentrating harder.

You can't get the discordian to swallow your mixture.


"Are you okay, Pommy?"
I look him over for bruises.

Roll #1 7 = 7


I nod
"Mmhm mhmm. I usually save it because it makes me feel all woozy, buuuut here goes nothin'"

Try a prayer of healing '1d10+1'

Roll #1 4 + 1 = 5


What does he know, mix up one for somepony else '1d10+2'

Roll #1 9 + 2 = 11


Well, try harder!

Roll #1 8 = 8


Monday sounds good to me.


Well, that's a relief.



"If you feel woozy just eat some candy! That'll perk ya up!"


It looks like he's got a busted leg.

The paladin joins in the prayer, and when it is over every feel and looks a lot better.

You make one for one of the paladins.

You get a ghoul minion.



Dreamkicker's lamp has 8/15 turns left before it needs a recharge.

All of you are standing in a bloody hallway. The bodies, dead ghouls, and bones scattered around makes it look like this is where the vampires took whoever they didn't drain right away. The Pinkie Paladin frowns.
"Let's get out of here and find those keys."


Where are we on the map again?


I frown and shiver.




Room 125. it won't let me repost it.


Towards this east then.

"This way."




Me too.



File: 1389060835421.png (168.54 KB, 709x506, Temple of the Sisters map ….png, IO Google TinEye)

All of you carefully make your way through the charnel house of a room. There is a passage leading to the northwest at the end, but it is collapsed.


"So much for that."

Back south, check out the eastern door with SBS.

Roll #1 2 + 3 = 5


Sniff around at said door. Does it smell like danger? '1d10'

Roll #1 10 = 10


"Maybe we can dig it out?" I suggest cautiously.


You can't detect anything living or undead in the next room, but you can't see the room itself either.

The room smells perfectly safe, but while sniffing you find some bloody hoofprints leading in and out. Vampires must come and go through this room, so there must be coffins near by. Better be quite so you don't wake them up and make them grumpy.

The paladins look around.
"Do you see any diamond dogs around here?"


"Oh, look…"
Point out the hoofprints
"There might be some of 'em nearby!"


"guess not. But we keep hitting dead ends.."


"That might take hours… or days. Better to just try going around, I think."

"I don't see anything on the other side…"

"Good eye, Pommy."

"Everypony be ready."

Open the door.


I poke them a bit.


File: 1389061553458.png (172.23 KB, 696x507, Temple of the Sisters map ….png, IO Google TinEye)

One of the Discord paladins pats you on the back.
"You need to think twisty and turny, not straight and rigid."

The room has a few broken chairs in it. There is a door to the south.

They stay on the ground. It looks like they are vampires' hoofprints, not vampire hoofprints.


Open up the next door, checking for traps and the like.

Roll #1 9 + 3 = 12


Nod slowly to him. "I'm just a little frustrated, what good is a map is most of the paths are cut off."


"That is really annoying… How old is this map?"


You never can tell. How broken are the chairs?


File: 1389061923368.png (178.08 KB, 721x511, Temple of the Sisters map ….png, IO Google TinEye)

There are no traps in this room. What there is is a stand that was apparently meant for offerings. there is a good amount of money and other valuables on and inside it.
You look further, and in room 128 you see six coffins arranged around the room, and a small recess in the wall hidden by a drape. Inside are a few small casks of very old alcohol. To the south, in room 108, you see the bright, golden glow of sunlight.

"It gives you a way around the blocks, silly."


Again, put skellington in front of him


Is it a shrine to the Sisters or is some sort of vampire shrine?


squint my eyes at him and then.. '1d10' check this room blocks.

Roll #1 5 = 5


Broken enough that trying to sit on one would be a pain in the ass. They'd make great burning wood, though, if you wanted to start a fire.

Skellington stands in front of Dreamkicker.

Looking very closely you can see old, faded paintings of Celestia and Luna's cutiemarks on the offering receptacle.

It looks like an offering receptacle of some kind. In and on it are old coins and jewelry.


How valuable are these valuables?


Eh. Not really a need for it now. Maybe later though. I wander after the others.


Well I suppose it would be uncouth to take offerings marked for them.

Open the door for 128.


"What'cha looking at Pommy?"


"Hey, what if we put an offering inside? Maybe something would happen?"




"Ooooh, that stuuuuuuuuff."
I give him a knowing wink.


"D'ya think they even still watch this place?"


"Be careful how you might feed an evil spirit!"

Does the altar look tainted in any way?


Enough to buy you a couple of golden party hates with diamonds on them if you keep all of it for yourself.

You find them in a room with an offering receptacle. There is enough wealth here to make you a decently rich nanny.

The nature paladins laugh.
"Maybe we should take them out, instead. Those two horses already have a kingdom for themselves, they don't need these."

The Pinkie Paladin rolls his eyes.
"After what happened here? I doubt it."


Only if money truly is the root of all evil.



I poke the offerings.


"I doubt Celestia spends much of her time looking after long-forgotten shrines in backwater nations."


"Stop poking everything."


Roll #1 4 = 4


Smile back at him. "Maybe something would happen then as well, but who would take these old coins?"
'1d10' keep looking around to see if there is something else

Roll #1 10 = 10


"Mmm. Good enough for a needy church or two.."
I make a mental note of this room


Smack his-her hoof away.

"Ask permission first!"


A few of the necklaces would look good on you.

The locals don't look too happy about you calling their homeland a backwater nation.

Knowing that there is danger behind the door, you carefully swing it open. Inside are six closed coffins. It's a good thing the buffoons traveling with you weren't making noise, or they could have alerted the vampires you never told them about.

Inside the receptacle you find a lockbox, and behind the receptacle you find a key for it. Inside is even more money.

You note it down while the paladins each start taking things from it.


"What's in there DK?"
I peek over his shoulder while he's standing in the doorway.


"Quiet down. Vampires in these coffins."


Whoa hey now
I take some too '1d10'


Roll #1 4 = 4


Show the others the box of money. "Well. I guess nopony will miss this." about how much is there?


"I thought better of you, child! Did you at least ask for the gods' charity before helping yourself to their alms?"


"I was going to share it with all of you.. Nopony except vampires was going to get it in here"


Dreamkicker's lamp goes out.

Six closed coffins are arranged around the room.

Your lamp goes out.

You wind up having to squeeze past a female Discord paladin to grab a few hooffuls of cash.
[You got three cash levels]

In the box are [seven cash levels], you guess. All the coins must be out of circulation by now, but might be worth that to collectors.


File: 1389063362077.png (182.92 KB, 721x511, Temple of the Sisters map ….png, IO Google TinEye)


In addition to the coffins there is a door to the east, and old, dry water fountain in the northwest corner of the room, and a tapestry in the northeast corner of the room.



Can I jump-start it with some magical energy?

Roll #1 7 + 1 = 8


share it with the party, try to give everyone a cash level each.


The temple of the Pink One is the real winner here~


"Take not what is not yours without permission!"

Mutter a prayer.
"Sun-and-Moon given life, forgive their youthful foolishness and allow us your material wealth for our crusade… "

Roll #1 10 = 10


I take some of what Pomelo took too!


"Stop looting the ruins and get ready for vampires!" I hiss


get my spear ready.


The water fountain is now going, but it might take a few minutes for all the gunk to get washed out of the pipes.

You distribute to the money to everyone. Oh, hey, there are six closed coffins, among other things, in the next room. Because of how cramped everything is the paladins havn't seen them yet.

Pinkie loves cash, it's true. She loves cash almost as much as the deity of tables and dresses.

You muscle your way through and grab what is left, getting yourself [one cash level].

Everyone stops. The Pinkie Paladin whispers.
"Can we get them before they wake up?"



"Maybe? They could be light sleepers."


"How would we do that?"


You cannot jumpstart the lamp with your magic.
4/5 turns left until the recharge is finished.

"I think it's worth a shot."

"With our weapons?"


"I've been ready!"
Finish stuffing my bags and get out my slingshot

Those streamers don't pay for themselves!


"I guess it is."


I ready my crossbow. And summon a firestorm on the furthest coffin for six hits.

Roll #1 2 + 3 = 5


Could everyone who wants to attack the vampires please roll to attack, or maybe use Cheap Shot if you have it?
If you are goofing around waiting for Dreamkicker's lamp to recharge, that won't work.


I attack one of the coffins with my cannon!

Roll #1 8 + 1 = 9


'1d10' wrath.

Roll #1 9 = 9


Oh right that's a thing I have.
Cheap shot one!


Light torch.

Prepare to drive my staff through a Vampire

Roll #1 6 = 6


Does your skeleton do anything?


Surprise, I'm here. Going to use Guardian with Sentry. I can do that, right?


I'll use Trick Shot on one of them.
Do I still have that bat minion?

Roll #1 2 = 2


Lifts a coffin cover.

Roll #1 10 = 10



Cool, I'll have it drive some debris through one of the coffins as well.

Roll #1 10 = 10


You draw deeply into your reserves of magical power to create a magical firestorm, but end up drawing too deeply. Your spell goes off too soon and engulfs you in flames.

Several folding chairs and many streamers rocket out of your party cannon and destroy a coffin, the vampire inside is blow backwards and cannot stand up.

A dark, leafy green ball of magic explodes outwards from you and fills the room. It crushes coffins and mashes vampires against the wall, leaving all of them Helpless.

You hop over to one of the vampires and headbutt it in the chest. The force of your attack, combined with the weakening effects of Olga's torch, causes one of its ribs to snap and pierce its heart. The vampire turns to dust.

You drive your staff into a vampire's chest, but cannot quite get it all through way through its heart. Your skeleton grabs a long shard of coffin and steaks a vampire, turning it to dust.

All the paladins rush past you and fill the room before you can attack.

It follows the example set by Olga's minion and steaks another zombie with a long shard of coffin.

The paladins take advantage of the vampires' confused state and go to town on them. In about a minute there are three more piles of dust on the ground, and the only person who got hurt is Dreamkicker who, as it turns out, is still on fire and could use some help.

Dreamkicker: 0/6 hits 4/5 wounds


Combat over.


Oh. Well, I guess I'll help up the unicorn.


I try to find some water to douse out the flames.
Failing that, Party Survival to produce some Sarsaparilla to douse it!

Roll #1 2 = 2


Put him out!

Roll #1 10 = 10


And I help him up and heal him of his wounds! '1d10+3'

Roll #1 9 + 3 = 12


Stop drop roll!

Roll #1 5 = 5


"Well, good job everypony."


File: 1389066180091.png (184.16 KB, 721x511, Temple of the Sisters map ….png, IO Google TinEye)

Oops, Guardian. My bad.
You make sure Dreamkicker, who never got knocked down, doesn't run into anything flammable.

You grab the tapestry off the northeast wall and beat him with it until the fire goes out. You see the familiar sight of bald, burned Dreamkicker, but this time the burns aren't from chemicals.

You grab Dreamkicker once the fire has been put out and hug the bald, burned pony with all your might. The power of love and laughter heals his burn and regrows his soft, fancy coat of fur.

You roll around on the ground a few times, just to make sure that goat didn't miss a spot when she was beating you.

The Discord paladins are laughing. The Nature Paladins are investigating the casks that were revealed when Happyhorn tore down the tapestry.


Dreamkicker's lamp has finished recharging.


I snigger at the bald pony, then look at the tapestry and the casks.


"Are you okay Dreamy?"
Hug him while peering over his shoulder, looking for bald spots


"Th-thank you, Pommy. I think I'm fine."

I check myself for any bald spots.

"Those are casks of alcohol you're searching, by the way."

"Be careful you don't accidentally munch the priceless tapestry, goat."


I roll my eyes.
"Saved your life, dinnit?"


Shut off the torch if I haven't.


investigate along side the nature paladins. "Find anything yet?" '1d10'

Roll #1 2 = 2


"I suppose you've got something so you don't feel the draft? Cooked pony might be a bit alluring to the locals."


Shiver at that.


His coat has grown back.
The tapestry is faded and motheaten, but the barrels smell like they are full of good alcohol. The paladins have realized this too and are trying to figure out how to bring them along without risking them getting broken.

You grew his coat back perfectly. Not only are there no bald spots, but the smell of roast unicorn has been replaced with the smell of the flowery conditioner he uses every day.

There are no bald spots, Pomelo did a really good job. This is, what, the third time he has regrown your coat? Maybe he missed his true calling as a hairdresser.

You shut it off. It has 14 turns of activity left.

They have found a few barrels of alcohol that were hidden behind the tapestry.

His coat has been regrown.


"Huh.. maybe we can use it to light some vampires on fire." I suggest.


Eh. He's still probably smells like burning.
"The alcohol probably isn't fit for pony consumption. Or if it is, it can wait until we're done here. There's no getting drunk on the job."


I inspect the alcohol. Is it any good?

Roll #1 1 = 1


I nod
"Hard work first, then fun."


"We might want to come back for those, you guys. They're kinda heavy."


Nothing behind the tapestry, right?


"Maybe. Or we can keep it for a celebration when this is all over."

"Well of course we won't get rink on the job!"

It sure is. In fact, you decide to get some before the paladins can hog it all. You magically grab a barrel and open the top, then drink half of it before they can get it away from you.
You are now drunk. Roll when you speak to see how badly you slur it, with 1 being complete nonsense.

They nod, but look sad.
"That's probably for the best."

Just those barrels of alcohol.


"Ah. Pongarian Brandy. Good year, too."

Roll #1 8 = 8


I'll just shake my head at Dreamkicker's antics.
"Someone get the map away from him. Bessy, Andelia, you might be better navigators. Pomelo will need to babysit him."


"DK! Now's not the time to be partying!"


"Sure, we can do that as well.." then snicker at dreamkicker. "But lets wait until we finish."


"Well we won, didn't we?" '1d10'

Roll #1 6 = 6


I nod, then watch incredulously as Dreamkicker suddenly decides to drink half a keg.


"Too early to be celebrating Dreamy!"

"Let's get him up on your back. He doesn't need to be walkin' right now."


I give you that look

"I am more than capable of walking, goat."

Roll #1 7 = 7


Give him a nudge to see if he stays upright '1d10'

Roll #1 2 = 2



Roll #1 10 = 10


Ballet reflexes ftw


Goat weak horse stronk


You manage to speak pretty well.

Dreamkickers stays upright and steady despite your feeble attempts to push him over. he must have had some secret party parhse in college that he never told anyone about to have learned to handle his alcohol so well.


"Are you even tipsy DK?"
I poke him.

Roll #1 4 = 4


I'll cough a bit loudly.
"Andelia, Bessy, could you take the map so we can continue? We're running out of daylight."


I'll be back in a little bit.

He doesn't even sway.


"How are you doing that?"


"Jealous of my moves, goat?"
Do a little pirouette. '1d10'

Roll #1 8 = 8 / Roll #2 4 = 4


"We ARE on a vital mission."


You speak clearly, but stumble a little on your pirouette.
You hold your alcohol like a professional drinker. You no longer need to roll when speaking.

One of the paladins speaks.
"Are we going to keep moving?"



I wiggle my horns.
"Yeah, let's go."


"Yes. Onwards and upwards. Excelsior and all that."


File: 1389069293423.png (188.98 KB, 694x510, Temple of the Sisters map ….png, IO Google TinEye)

All of you rehide the barrels and leave the room. The next room is actually a hallway. There is another door across from the one you all came out of.


Assuming someone else has the map, we should keep moving.


Poke him out of his stance with skellington.

"Odd to see one like you distracted. Took in too much of the child-goat's Milk?"


Go to it. OPEN IT '1d10'

Roll #1 6 = 6


"That is lewd and inappropriate even for you, crone."

Open up the next door.


I hop over to that door and open it!


I knock on it first.


File: 1389069958832.png (194.55 KB, 734x501, Temple of the Sisters map ….png, IO Google TinEye)

There is no answer.

The room in here is empty and dusty. There is a dark hallway leading north.


Might as well check the dust for keys

Roll #1 10 + 3 = 13


Check up the hallway '1d10'

Roll #1 9 = 9


You can't find any keys in this room, but looking north shows you several shapes, almost ponyish forming and disappearing the darkness in the hallway. Just looking at them gives you an icy feeling in your gut and really makes you want to retreat to the safety of the Celestia shrine to the south. Your magical gaze, no mater how hard you try, cannot penetrate the divine shield around it.

It looks very spooky down there. There is no light in that direction at all to let you see anything.


Can I light my torch and see if I can see anything?

Roll #1 8 = 8


"Hey, anyone got a divine light?"


"I can't see any keys, but there are a bunch of strange figures to the north…"


"What kind?"


The torch doesn't help much. It pushes the darkness back only a little bit.

The Discord paladins peer into the hallway.
"What sort pf figures? Are they shaped like keys?"


Send mu skeleton into the hallway to the end and back.


"Or are they more vampires, or whatever, might be sitting in the dark?"


"They're shaped like ponies, almost."

"I'll make your face look like keys if you're not careful."

I flick the holy lamp on.


Your skeleton walks off into the darkness, out of sight of everyone. A few seconds later your connection to it vanishes.

"Ooh, a tough guy? Why don't you go in there and show us how tough you are. We'll watch."
Your sun lamp pushes the darkness back further, but the border between the light and the darkness is strong.


"Creepy… is this the only way we can go?"


I'll shrug.
"It would certainly beat walking around like an overgrown throw rug while nothing happens. So long as there isn't any of that tainted moonlight down this way, it's where we'll go."
I'll take a few steps towards the darkness.
"So are we going or what? I can't see in the dark."


"I'd rather go back to that hallway…"


"Who has the map."

You walk closer to the darkness.


Take the map out of Dreamkicker's bags and lay it out on the floor


"This is incredibly dangerous! A presence so evil it has either destroyed or taken over my Holy shell!"


"Hmm… we ain't close to being done…"


"Your minion? You lost it?"


"Our priority needs to be finding the keys. That can only be done by systematically searching the ruins. We have to press forward."


The Pinkie Paladin looks down at it.
"For all we know most of this place is caved in. Have faith."


"We haven't found anything useful so far though!"


"Well we found some gold and some brandy."

I think for a moment.

"I saw another golden glow at this spot" I point to 108. "That was the same sort of glow I saw around the Celestial shrine. We could try moving towards there."


"Anywhere's better than walking in all that darkness."
Start heading out the room and south towards 108


All of you follow the map to room 108. The door is ornate looking, and inside you find a brightly lit room with a small shrine at the far end. On top of it is a key,



File: 1389491971958.png (217.49 KB, 767x505, Temple of the Sisters map ….png, IO Google TinEye)

You are all inside room 108. Bright, warm sunlight comes from all around you. Painting of Celestia's cutiemark adorn the walls, and on a small altar at the far end of the room is a large key with a diamond in the hilt. In one corner in the room is a pile of blankets and a few empty bowls.

I should have posted this as soon as you all entered the Temple of the Two Sisters, but I forgot.


I take the key.

"We need to find two more."


"Do you know where the other two are or are we gonna have'ta keep looking for them in random places?"


"They are in the ruins somewhere. That's all we know. Why? Legs getting tired?"


"Just wonderin'!"
I walk over to 129 and take a peek down the hallway we haven't been down.


"Fantastic!" I smile. "Which way now?"


"Back up towards the way we came."

"Good to know."

Hop on top of Bessy and go to 129.


follow them.


You pocket the key. It feel warm in your saddlebag.

The thick, inky shadows from last time are still there. This is where Dreamkicker saw those shadowy figures last time.


I glare at the darkness.


I turn on my magic lamp and shine it at the shadows.


What if I throw a firework in there? Will that shed some light?
Party Survival gooo!

Roll #1 6 = 6


A soft breeze tickles the hair on the back of your neck.

Just like last time it pushes the shadows back, but not as far as it should. The barrier between the light and the darkness is a hard line instead of a gradient fading.

You light the firework and throw it down the hallway. There is a small spark and a pop instead of a bright flash and a boom.


I spin around and try to find the source of it.


The only one behind you are a few paladins and your minion.


So we can't go down the hallway without touching the shadows? Bring the lamp as far forward as I can.


Try another? Light this hallway pink!

Roll #1 6 = 6


throw a rock down the hall '1d10'

Roll #1 6 = 6


"Jeez… it's super dark down there. Maybe we should try going around another way?"


You stretch your leg as far forwards as you can and see that the light from the lantern stretches from one side of the hallway to the other, but is no where near long enough to reach the other end of the hallway. You figure that if you make three trips you will be able to bring everyone across while keeping them in the light, otherwise some people will have to walk in the darkness. You feel a soft breeze against your back.

The result is the same.

It disappears into the darkness. You don't hear it land. A gentle breeze brushes against your mane.

Many of the paladins agree.


I frown.
I should've brought some stronger fireworks…

"Yeah… I don't like the look of this hallway."


Look a little creeped out. "Guys, lets go around another way."


Nod eagerly.


"Me either…"


Everyone roll.


"The only other way is that hallway with the moonlight."


Roll #1 7 = 7



Roll #1 4 = 4



Roll #1 2 = 2



Roll #1 2 = 2


Dreamkicker's lamp has 11/15 turns left before it needs a recharge.

A breeze blows out of the corridor.
You can hear overlapping voices whispering nonsense.

A breeze blows out of the corridor.


Everyone can hear several of the paladins take a few steps back.
"Are we fighting or going?"
"We need to scram."
"This isn't what I signed up for!"


"Maybe we can dig a way out throu one of those collapsed parts?"


step back with them "What do you see?"


"Yeah, I'm starting to agree with these guys…we prolly shouldn't linger here."


"Yeah… let's at least get back into the light and out of this shadow…"
Just for good measure, I throw a few fireworks down the hallway one last time and move back.

Roll #1 1 = 1


"You bunch of cowards! It's just some dumb voices. They're just mumbling gibberish anyways."


"Dreamy, let's go. They're not the only ones getting spooked here…"


"Mmm fine. Back to the other hallway."

Back towards the hallway outside of 118



Roll #1 3 = 3


"Something was whispering in there."
He points at the hallway.

"Anything is better than this hallway."

You throw another firework into the hallway.
It lights up the hallway for a split second. In the brief flash of light you see your best friend from when you were growing up.

"You heard it too?"
"There wasn't any talking."
"You mean you didn't hear it?"

You move back.

A breeze blows out of the hallway.


"Guys…this really isn't fun anymore."


Th- that can't be…
It's just a trick of the eye!
I throw another firework.

Roll #1 5 = 5


Nod slowly. "L-Lets go."
Back out of this hall.


Stand wherever I land and shake myself off
"Aaaaand I'm done with this place."

Did Dreamkicker already go? Follow him if so



It sparks and pops faintly in the darkness.

You back into 128a. Dreamkicker is outside 118.

You follow Dreamkicker to the hallway outside 118.



Roll #1 7 = 7



Roll #1 1 = 1


The wind blows stronger and you see the darkness start to seep into the room. You back up fast enough to stay away from it, but Happyhorn isn't so lucky. The darkness engulfs her.

The breeze grows stronger and blows dust into your eyes. You rub them with a hoof, then everything goes dark. The wind surrounds you, buffeting you from all sides, and you hear several voices whispering over each other.
Flesh so fine


I gasp.
I charge in there and feel around, trying to find her.

Roll #1 5 = 5


"Guys? What's wrong? can't you move?"


Also roll.


Get my goat but outta here!

Roll #1 1 = 1


"Where are the others?"
Go back towards the others with Pommy.


"What the heck is taking them so long?"
Go back to where Bessy is.


You charge in, holding your pink lantern high, and the darkness swallows you. A dark figure appears, but it is a pony. It spins around when you draw close and you feel a small cut open on your nose.
Flesh so fine

"Get the unicorn with the lamp!"
Three of the Nature paladins and the Pinkie Paladin light their torches and charge into the darkness that is slowly filling room 129.

A deep cut opens along your neck. You feel yourself hit the ground hard, and still cannot see anything. Maybe you should light a torch?
So fine to tear

The two of you see that half the Nature paladins, the Pinkie paladin, Bessy, Happyhorn, and her minion are missing. A strong wind is blowing out of room 129 and the darkness from the hallway is slowly flowing into it.

Bessy: 4/5 hits
Happyhorn: 0/5 hits 4/5 wounds


"Happyho- Gah! H- Hey! Stop that!"
I throw around some fireworks to try and light up the room, or at the very least hit whatever's hitting me!

Roll #1 9 = 9


Go back and try to try Dreamkicker along '1d10'

Roll #1 6 = 6


R-right! My spark powder! Light up a torch!

Roll #1 8 = 8


Hold up the lamp to try to fight back the darkness.

"Why didn't you follow?!"


"By the spirits!"

Light the sun lamp to repel the darkness! Try to get it to Bessy and whoever else got swallowed.


"Gah! Bessy! Get outta there!"
Start squeaking my instrument '1d10'
"Follow the music!"

Roll #1 4 = 4


And then Brutus was there, also in the shadows.
"This is no place for goats, little one."
And let's see if I can't get us out of the shadows and back to the light. '1d10'

Roll #1 7 = 7


I'll have grabbed the goat, naturally.


"This is no place for anything, big buffalo!"


Are you two in room 129?B


Aren't we all?

We can assumed I'm with Dreamkicker


If you are in the room roll.



Roll #1 8 = 8



Roll #1 2 = 2


The fireworks illuminate several shadowy ponies attacking Happyhorn, three Nature Paladins, and the Pinkie Paladin. All but one of them are bleeding, it looks like, but one brings his hammer down on the head of a shadowy pony hard. There is a flash of green light and the shadows comprising the pony scatter.
The wind continues to blow around you and the whispers continue.
So fine to tear

The darkness pushes towards you faster than it moves into the rest of the room when you start to squeak your balls. The wind nearly knocks you off your hooves and you hear a cacophony of yelling voices as multiple cuts open up and down your sides.

You light up a torch with your spark powder. It gives very little light in here, but lets you see a pony moving towards you in time for you to roll away and stand up. You see a green flash in the darkness. The wind continues to blow around you and the whispers continue.
to gnash the skin

You grab Dreamkicker and start dragging him into the room. The darkness surrounds the pool of light cast by his lamp, and you see a few shadowy ponies. The wind blows very strongly now, and you can hear voices whispering.
Flesh so fine

Your lamp only reaches the edge of the darkness here. A Discord paladin shakes her head.
"Because your friends didn't. Hold on tight, sparklepants."
The darkness finishes filling the room and surrounds you, Andelia, two of the Discord paladins, and and a Nature paladin in its light. A shadowy pony runs into the light and strikes you, opening a gash on your face as the pony melts away. You can feel the wind blowing and hear voices whispering.
Flesh so fine
Your lamp has 8/15 turns left.

You light your torch and raise it high. It's light finds Brutus, two Discord paladins, and two Nature paladins. You can see several shadowy ponies running around inside your pool of light. The wind blows around you and whispers fill your ears.
Flesh so fine
Your torch has 12 turns left.

You cannot see a thing, much less Happyhorn in the darkness without a source of light. Wind blows at you from every which way and you can hear voices whispering.
Flesh so fine

Everyone can hear a loud squeak and see a bright flash of pink and then a flash of green. Brutus and Olga can see shadows engulf two Nature paladins. The shadows dart away a few seconds later and leave them crumpled and bleeding on the ground. Dreamkicker and Andelia can see the Nature paladin with the fall to the ground, blood leaking from his armor, as a shadow runs through him.

Bessy: 4/5 hits
Happyhorn: 5/5 hits 4/5 wounds
Dreamkicker: 2/6 hits
PomeloL 2/5 hits


Lucky for me I don't need to see. So long as I can smell, I'm fine. Shift shapes into Werewarg. I believe that takes an automatic action.


Keep the light burning and attack the darkness with a big fireball spell. Fire stormbolt for six hits.

Roll #1 10 + 3 = 13


"COME OUT YOU COWARDS!" '1d10' wrath toward the shadows.

Roll #1 8 = 8


Quick, heal one of those paladins!

Roll #1 5 = 5


Fire off a Null Shot from my party cannon!
Maybe I can dispel the shadows!

Roll #1 8 = 8


It is.


Heal one of the nature paladins that have fallen! '1d10+3'

Roll #1 7 + 3 = 10


+1 from Vantage Point.



Roll #1 3 = 3


I reorient myself and make my way towards the green flash, torch at the ready! I swing it angrily at the shadows!
Minon clears a path! '1d10'

Roll #1 6 = 6 / Roll #2 3 = 3


It is automatic. All you can smell are your friends, Dreamkicker, the paladin, and a lot of blood. A firestorm suddenly fills the room, but you are left in a pocket of air. When the storm dies the room is free of shadows. The pinkie paladin takes one of you and utters a loud and foul curse, tehn strikes at you with his hammer.
Roll to dodge.

You fill the room with a whirlwind of fire, twisting and nudging it ever so slightly to not touch any of the people with you. The wind grows fiercer and fiercer, then dies along with your fire. The room is now clearly lit by your lamp, Olga's sun torch, Bessy's pink lamp, and torches help by every paladin or lying next to them on the ground. The inky darkness is gone, as are the ponies that were inside it.

You cannot see anything in the darkness. All you can do is-drop to the ground and hold your head as everything around you turns into fire. When it stops you can see a Nature paladin on the ground in front of you. Placing a hoof on him, you mutter a prayer and he rises to his feet. Before he can thank you you hear the Pinkie paladin say a really bad word.

Everyone is stopped in the tracks as the room catches fire, but everyone is kept safe inside a pocket of air. When it clears everyone can see that all the darkness and shadows are gone and that the room is filled by torch and lamplight. One Nature paladin stands up as Pomelo heals him, but two are still bleeding on the ground. Nearly everyone is bleeding at least a little.

Brutus is in his wer-form. The Pinkie paladin curses and attacks him.

Bessy: 4/5 hits
Happyhorn: 5/5 hits 4/5 wounds
Dreamkicker: 2/6 hits
Pomelo: 2/5 hits


I try to restrain the pinkie paladin with my telekinesis. '1d10+1'

Roll #1 8 + 1 = 9


Dreamkicker's lamp has 7/15 turns left.
Olga's torch has 11 turns left.


Wave frantically at the pink paladin
"Stop that! He's friendly!"

"Thank you Dreamy"

Prayer of healing for the wounded '1d10+1'

Roll #1 2 + 1 = 3


Roll out of the way, and shift back. '1d10'

Roll #1 7 = 7


I jump in between Brutus and the paladin!


'1d10+2' time to help out with natural remedy. "Okay, everyone still alive..- Hold on, that's our Were-a-lo!"

Roll #1 3 + 2 = 5


Turn off my lamp and just use the light from the foolish Unicorn's.


You hold him in midair.
"What are you doing!?"

You are too shook up after all the shadows and whispering then the massive firestorm to focus on your prayer.
"Friendly? How can that thing be friendly?"

You roll away as Dreamkicker magically grabs the paladin and holds him in the air. Your hooves click and clack on the ground when you shift back to being a buffalo.

You jump between the now buffalo Brutus and the Pinkie paladin. He struggles and shouts in Dreamkicker's grasp.
"Why are you protecting that monster!?"

You have a bit of trouble finding all the right things.
"What are you talking about?"

You blow out your torch.


"It's just a thing he does. You'll get used to it eventually."


I mutter under my breath.
"He really isn't friendly…"


"Because he's a friend!"


"He's our friend.. A good puppy." I attempt to explain.


"He's uh.. tame! So don't bop that one please."
Shake it off and try that prayer of healing again '1d10+1'

Roll #1 3 + 1 = 4


"Because he's on OUR side, you dense CHILD!"

Intimidate the childish Pinkie paladin with my elderlyness and command respect.

Roll #1 3 = 3


'1d10+2' surely I can help a little with patching ponies up

Roll #1 7 + 2 = 9


"What? How is that possible? I thought werbeasts were terrorizing the farms outside the city."

You try to talk out loud to the paladin and think a prayer to Pinkie at the same time, but you just end up jumbling your prayer.
Keep trying!

He is facing the wrong way for your old person glare to work.

You mix up a potion and give it to one of the downed paladins. He gets back up.


"Because I dislike vampires as much as you do. That's how I can be friendly. And you didn't seem to have much trouble with me up until now."


"We can explain that fully when we're out of here. For now, just trust us, he's tame." '1d10+2' make another remedy.

Roll #1 8 + 2 = 10


bleh just heal one of the pallies '1d10+3'
"And he's not one of them!"

Roll #1 9 + 3 = 12


"Yeah…we thought that to. It's a long story…we can talk about it later?"
I lower my big goat ears sheepishly.


"'Were' is the operative word."
I'll shake my head.
"They were under orders, and controlled. After their shrine was destroyed, the power over them was broken, and they left, aside from those who sought a cure in the Nature temple."


"Alright. But if I see you bite anyone it's over, do you understand?"

"If you say so."
You help up the last downed paladin and give him a potion that stops his bleeding.

You heal up the Pinkie paladin then heal the last Nature paladin.
"Then what is he?"

"If we survive I will insist."

"Their shrine? You mean to Ti-did you just say there are more hiding in the Nature temple?"

The only hurt paladin left is a Discord paladin.

Bessy: 4/5 hits
Happyhorn: 5/5 hits 4/5 wounds
Dreamkicker: 2/6 hits
Pomelo: 2/5 hits


"That was a risk I accepted."
I'll shake my head.
"By this point, all who sought the cure should be cured, and free to go. Whether they stayed in the nature temple or not is really their business."


"He has never bitten anyone. Now, stop your childish assumptions and get back to work."

Attempt old person glare again.

Roll #1 1 = 1


"And I will thank you not to mention that name. It bothers me to a fair degree, and I hold no allegiance to it."


Take a look at what's behind the door to room 130.

Roll #1 2 + 3 = 5


Heal up Happyhorn '1d10+3'
"He's a buffalo! Most of the time anyway."

Poke my head in and look too '1d10'

Roll #1 8 + 3 = 11 / Roll #2 2 = 2


"You got it!"
Are we ready to move on?


I look as well.

Roll #1 5 = 5


"Not quite."

I nudge Pommy and point at my wounds.


"I didn't know there was a cure."

You can't get your lip all the way closed and get old person drool down your chin.

"If you say so."

There is no door between rooms 129 and 130. The room is empty, except for the back part which has some mismatched couches and recliners. There are drops of blood here and there.

You heal Happyhorn, and even think you got rid of a few of her girl germs.

You keep a close eye on your shadow as you walk down the hallway. Because of this you nearly run into Dreamkicker.

The room is empty, except for the back part which has some mismatched couches and recliners. There are drops of blood here and there.


"Oof! Meant to do that!"
Heal Dreamkicker '1d10+3'

Roll #1 8 + 3 = 11


"Considering I was offered it, I would think there was something they had. Regardless, that will be something for us to sort out after we survive, not in the middle of the dark."
I'll look towards the others.
"So can we move on, or is there something in here we're supposed to be looking for?"


File: 1389500801876.png (235.17 KB, 774x630, Temple of the Sisters map ….png, IO Google TinEye)


I peek through the door in 130!

Roll #1 2 = 2


Dreamkicker's lamp has 3 turns left before it needs to recharge.

You playfully headbutt him in the side, sending a burst of healing energy into him.
The room you are in is full of soft looking couches and chairs.

"Hmm. We'll talk later."

You end up having to muscle the door open. It breaks apart and reveals the empty hallway to you.


File: 1389501091076.png (239.34 KB, 776x635, Temple of the Sisters map ….png, IO Google TinEye)


"Until then, we both need to survive. So I'll try not to let you die."
"Which way was that door that needed three keys?"


Anything under the couches or chairs? '1d10'

Roll #1 6 = 6


You find a half eaten bag of jelly candies. A few of them have fang marks in them and the jelly inside has been sucked out, but most are good.


"I'll try not to let you die too. Talk to the unicorn, he has the map."


I test some of the furniture.


Yisss. Take them and save for later
"There's gotta be more around here.."
Pop open the door on the left and look through


Pausing in ~15 minutes.

It's soft, but the random pattern of dark brown spots across it is pretty ugly.

Bessy broke the door apart trying to open it. At the edge of your vision are two splits in the hallway.


"Grooooosss. What, they don't have a vampire maid?"

I bounce off after Pommy.

"What'cha see?"


You see two splits near where the hallway fades back into darkness.


"Mmm, more hallway. Goes in off in two ways."
I spread my arms
"Like this."


"Excellent demonstration."

Turn off my magic lamp and light a normal one.


"Oh boy. Decision time…"


Your lamp is off.



Previously, the party and the paladins charged into a room and hallway filled with shadows to rescue Happyhorn. The following fight was short, violent, and confusing but Dreamkicker saved the day with a firestorm.

The party is currently in room 130. Bessy broke down the door and the party can see that the hallway goes east and has two different passages splitting off of it. Room 130 has several couches and recliners in it, but they all have small bloodstains on them.

Dreamkicker's lamp has 5 turns left until it is recharged.


"Right, so which way is it to the big locked door that needed those three keys? We've got all of them, right?"


I stare through the couches for loose change, artifacts of power, and possibly keys.

"We have one key."

Roll #1 4 + 3 = 7


"What about the dagger we got from the Sun and Moon temples? I thought that was supposed to be two keys in one."


I peer down one of the hallways at the spit! The left one.

Roll #1 10 = 10


I shrug.


"Look for more candy"


File: 1389924872757.png (255.23 KB, 787x674, Temple of the Sisters map ….png, IO Google TinEye)

You don't find anything like that, but you do see that room 132 is filled with blinding sunlight.

They get you into the Luna temple itself. These keys are the alternate way to get into the Forsaken District where the Luna temple is.

You discover that it is caved in, so you sneakily check out the other hallways. The other split turns north, and the hallway turns left then right further down.


Ah. So we're still short two keys, then. Ducky.
I suppose I'll just stay ready in case there's another hungry shadow or vampire or skeleton in a closet or something. This place gives me the willies.


"There's another Celestial Shrine on the far side of the eastern wall. We may be able to go there by going west and north, and it may have another key."

"Those are keys for the temple to Luna. We're looking for keys into the tunnel system."


"Hmm… alrighty."
I stick my head in his bags for a quick look at the map

Head north towards 138


"Lead the way, hornhead."


Through the west exit!


"W- Wait for me!"




I'll trundle after them.


All of you head north through the winding hallway. Blocking any further travel to the north is a very thick moonbeam with several smaller moonbeams sticking out of it and worming into the walls. Beyond it all of you can just barely make out a door and more hallway.




Roll #1 1 = 1



Roll #1 3 = 3



Roll #1 2 = 2


"This thing again?"

Roll #1 4 = 4


Bound through!

Roll #1 7 = 7


File: 1389926178280.png (277.47 KB, 851x861, Temple of the Sisters map ….png, IO Google TinEye)

Repelled by the very existence of this false moonlight you spin around and charge south, bowling over everyone.22

All of you are run over by Brutus and knocked Helpless. You can feel a strong wind blowing down the southern hallway.

You jump out of the way just in time to watch Brutus charge down the southern hallway. A strong wind blows down this passage, and at the end of it you can see the pitch blackness that exists beyond your torches somehow gets even darker.


Can I get a hold of myself before I charge headlong into something I shouldn't? '1d10'

Roll #1 5 = 5


"Uh, guys…more dark stuff down thataway…"
I point.


Get up!

Roll #1 9 = 9


Grr! That jerk!
Get up!

Roll #1 3 = 3


Get up!

Roll #1 8 = 8


You slow down at the end of the hallway. Everything is much darker on your right than it is on your left. A little calmer, you can now feel a gusting wind coming from behind you.

The paladins grimace.
"This isn't a good place to fight."

You spring to your hooves.

You have rolled onto your backed. All you do is flail your stubby legs in the air wildly.

With the grace of a ballerina you jump back up.


I continue trying to get up!

Roll #1 1 = 1


Bolster Bessy!


Focus, Brutus. This isn't the place to panic.

Roll #1 3 = 3


"I'll say!"
Help someone up!

Roll #1 1 = 1


You roll over a few times and stomp less than an inch away from the smallest moonbeam.

Bessy is surrounded by a faint pink glow.

You hold still. The shadow doesn't move towards you.

The Discord paladin grunts when you grab him.


Light the lamp and look around at the moonlight. Do I notice anything special?

Roll #1 1 + 3 = 4


Nononono move awaaaay!

Roll #1 10 = 10


"Uh, right."


Slowly move back towards the others.


"So um… run?"


You shine your lamp at the moonbeams and open your third eye. What you see is incredible, it explains so much-a rolling Bessy grabs you and continues to roll, squishing you against the floor and banging your head around as she goes. When you finally get free you are several feet away from the moonbeams and can't remember anything after switching you lamp on.

You roll backwards, accidentally grabbing Dreamkicker, and stand up several feet away from the moonlight. You see Brutus backing away from the dark end of the hallway. The wind is starting to die down, you notice, and as it does so the darkness becomes less, well, dark.

You back away towards the others.


"Dammit, Bessy! I was this close to total enlightenment!"

Try again to see past the veil. What's up with that wind? Can I see where it's coming from?


Roll #1 1 + 3 = 4


"Right. Sorry about the whole… bowling everyone over thing. That… weird moonlight just doesn't seem to sit right with me."


"Don't you have places to do that in?"


"Huh? What'd I do?"


I tilt my head in confusion


What is going on

Roll #1 9 = 9


You open your third eye, but whatever you saw earlier is escaping you. You can see something, you think, but it is small. You step closer, then closer, then closer, trying to bring it into view. On the verge of understanding you take one step closer.

Dreamkicker lights up his horn and closes his eyes. Taking a towards the fake moonbeams, then another and another, he doesn't see a small one that has grown out of it and started moving into the fork in the hallway where all of you are. It makes contact with his chest as he moves forwards, and Dramkicker crumples like a dropped doll.

Dreamkicker is dead.


How pretty is my corpse?

Roll #1 3 = 3


Oh shitballs.
Is he still in the moonbeams, or can I recover the body?


I stare at his corpse for a few seconds. Can we pull him out?


see the map in >>519841
There were some Shadows to the south, but looking that way now you can see that they are gone. To the north the hallway is full of fake moonbeams and impassible.

Not very. Your eyes are all bugged out.

You can easily grab his back legs and pull him out.


Let's… pull him back into the room.


"D- DK…?"
I wait a few moments to see if he responds.
"Th- this isn't funny DK… Get up! It's bad being in there!"

I pull him away.


Stand over him
"Dreamy? Dreamy get up."
Shake him while trying to heal him '1d10'

Roll #1 9 = 9


"Bloody fool… "

Light some incense. Prepare for a resurrection.

Roll #1 10 = 10


Do so.


"We'll… ah, I see you're a step ahead already."


You drag him back into room 130 and set him on one of the couches.

He doesn't respond.

Your spell has no effect on him. It's almost like he's dead, but he can't be dead, right? The Pinkie paladin puts his hoof on your shoulder and shakes his head sadly.

You light some incense and draw some designs on the floor around his couch with some mud you always keep with you. After chanting, dancing, and pulling a few hairs from his mane then tying them around his ears you give his horn a flick and headbutt him. Dreamkicker sits up with a loud gasp.

Dreamkicker is no longer dead.


Clock him on the head.
"Don't worry your goat like that."


"Welcome back, brainy. Better that then what I was gonna do."


"Just so you know, I enjoyed those minutes of peace and quiet!"


I cling to him and hug him tight
"You gotta stop stayin' up so late if you're gonna be nappin' on the job like this."


I pull them both into a big hug and nod in agreement.


And raise a dead thing from somewhere

From now on this will stand in front at all times

Roll #1 4 = 4


"My head…"

"Oh no… that means I'm still in this rotten country…"

I hug them back.

"As did I, nag."


You lean on Dreamkicker's couch and try to catch your breath instead. Despite that impressive display of power you aren't as young as you once were.

The Pinkie paladin lets go and steps back.

One of the Discord paladins laughs.
"We can throw you back if you want."


"Rest a moment. There's a long way to go yet."


"That will be unnecessary. Paradise isn't worth it without Pomelo."


"Oh how touching. Are we going to wait for more moonbeams or blowing shadows to find us, or are we going to get a move on?"


"We will be waiting for the crone to catch her breath, and then we will be heading north."


Pant a while as I collapse.

"It is customary to serve tea to your soul returner, you know! I need to wash the taste of biting your soul back from my mouth. "

"Interesting. So you did see the Aftersea."

Roll #1 5 = 5


You slowly start to catch your breath.


"Once we leave I'll be sure to follow custom. But you may have noticed we don't have a kettle here."


Help her up '1d10'


Roll #1 9 = 9


You support Olga.


"Thank you as always, child."

One more sweet paper for him. I'll eat one too, but not before writing 'DAYSPRING' on it.

Roll #1 2 = 2


"I wouldn't wanna be in the Great Party in the Sky without Pommy either! Or you, DK!"


"You won't be in the sky, you'll be on an island in the Sea of Milk!"


I roll my eyes.

"That sounds boring…"


Eat it!

"What're you two even talking about? It was just a nap!"


You try to write it with a pen, but the pen leaks all over the paper. It is still a little sweet, but mostly inky.

It's pretty sweet.


"Who can say. But we should keep moving."
"If you need to rest a while longer, my back is open for the moment."


I give a swift pat up there.


"A very dangerous one"

"I will be fine, thank you."

Try to raise another dead.

Roll #1 6 = 6


"Yeah. Where were we goin' again?"


"North, towards that shrine I saw."


"As you like, then."
"Not into another moonbeam, that's for certain."


A decaying body claws its way out of one of the couches.


or south or whatever


Lead it onward and request it position itself in front of the group.

I have one pet mastery, right?


How did it fit in there?


Go that way then


towards 138!


I thought it was 132?


right that one


File: 1389931052316.png (309.85 KB, 949x867, Temple of the Sisters map ….png, IO Google TinEye)

Looks like you can buy it.

Some vampire with a lot of time on his hooves, probably. Or it clawed its way out of the earth under the couch and went up through the couch, who knows.

All of you follow Olga's skeleton through the halls. It leads you past the moonbeams and down the hallway that was full of shadows. When you pull a left you can see that the rest of the hallway to the south seems darker than it should, but the way to room 132 is safe.

Sunlight seems to pour from every surface in this room. Swords and shields hang from racks around the room, but none appear to have any magical properties. There is a golden statue off Celestia in the middle of the room, and from her horn hangs a key.


"Looks like we've found the second key."



Take the key, and search the room for anything further.

Roll #1 1 + 3 = 4


Look around too. Maybe more valuables laying around '1d10'

Roll #1 3 = 3


Anything fun in here?

Roll #1 3 = 3


You open your third eye wide in a room full of magical, blinding sunlight.
You cannot see for the next [1d3+2] turns.

All these swords and shields could sell for a good price, but you don't see anything light and particularly valuable.

Roll #1 2 + 2 = 4




Dreamkicker's lamp has 7/15 turns left before needing a recharge.


"So, where to next? There should be one more of these shrines, if the pattern holds up."


"Shut up! I can't see!"


"What do you mean you can't see? You could see fine a second ago!"


"What'd you do to yourself now DK?"


"The sunlight in here must have interfered with my spell!"

"Grrr what did I tell you about shutting up?!"


Examine his eyes and try to mend him? '1d10'

Roll #1 10 = 10


I'll just snort.


You get out a glob of taffy and rub it into Dreamkicker's eyes, then peel it off. When you are done he can see again.


I wipe the sugar from my eyes.

"Th-thanks, Pommy."

I use my newfound eyesight to glare at you.


I'll just glare back.
"Now that you've got your eyes back, I'm sure you can see the way to the next key?"


"No problem Dreamy!"
Wag my tail then eat the taffy


I try to refocus and see where another shrine is.

Roll #1 6 + 3 = 9


"I don't think that's very clean, you know."


After careful consideration you decide to stick your head out of the shrine then try again. You can see the magical glow associated with these shrines in room 120 and room 147. Room 120 appears to be brighter than room 147.


"I honestly don't think he cares."


"I keep my equipment nice and clean at all times thank you very much!"


"Two more shrines… over on the west side."

I pull out the map and show the rooms.


The paladins huddle around.
"Where are we going?"


"Not sure I would either. Still, it's good to be informed."

"Oh yeah? Whatcha clean 'em with?"


"Yeah! Where are we goin' DK?"


"This room first." I point at room 120.


I stick out my tongue and point to it


I grab it and examine his tongue.


"Lead the way, Stiff."


"No! Now iths dirhy!"
Pull back and start spitting


"Hey! I wash my hooves!"


"With what!?"

Head to 120 while still spitting


"You aren't scared now are you?"
Walk toward 120.


Following after.




The Discord paladin laughs.

Plot your course.


I had assumed we were following Dreamkicker and the paladings.


Yes, but none of you have been there yet. Someone please draw a line on the map to show how you will get there.


"Water, of course!"


File: 1389933497264.png (298.75 KB, 949x867, DK won't share the map.png, IO Google TinEye)

This is about as best I can figure it, since 120 isn't actually on there yet.
And this assumes the moonlight and shadows haven't shifted.


File: 1389933609065.png (1.39 MB, 1120x1374, map map.png, IO Google TinEye)


If no one has any objections I'll go with this.


Should'a brought a diamond dog.


I got none.


File: 1389933654337.png (Spoiler Image, 1.32 MB, 1120x1374, map map.png, IO Google TinEye)


That way's full of moonlight, though. That's why we went south in the first place.


The DREAMKICKER-brand GPS never really caught on.


Shared it for him here >>516947



"Good. Fear is what the hunted feel, and we are the ones doing the hunting, fear has not place in our minds tonight."
I guess I'll go with this.


That way only goes next to moonlight, not through it.


…Man, I'm confusing myself.
No one let Brutus drive in this wacky temple of doom.



Or this?


I vote for mine.


this one looks more direct.


gay horse route


We'll go with DK's. He was working with the whole map image, which I didn't have.




Roll #1 2 = 2



Roll #1 8 = 8



Roll #1 3 = 3



up here >>512040

Roll #1 7 = 7



Roll #1 5 = 5


…I am not a clever buffalo.



Roll #1 2 = 2



Roll #1 1, 4, 4, 5, 9, 6, 6, 9, 4, 8, 8 = 64



Roll #1 1 = 1


All of you proceed carefully behind Olga's skeleton. The journey is uneventful until you reach room 149. Each of you, upon entering, see several coffins scattered around the room, but cannot get out thanks to all the people coming in behind you. The noise made rouses the vampires from their slumber.

The party is now fighting 8 vampires.


Oh no!
Open up with a Smoke Shot from my cannon!

Roll #1 10 + 1 = 11


"Stay out of our way."
Give them a taste of nature's Wrath! '1d10'

Roll #1 7 = 7


Light torch wave it about! '1d10'

Skeleton strike! '1d10'

Roll #1 2 = 2 / Roll #2 4 = 4


Incinerate them! Fireball stormbolt for six hits!

Roll #1 8 + 3 = 11


I unsheathe the Rayblade! Magic Bolt!

Roll #1 5 = 5


Sentry Guardian.


"Gaaah can't you just go back to bed?"
Inspire! '1d10'

Roll #1 10 = 10


Dreamkicker's lamp has 3/15 turns left before it needs a recharge.

A bright ball of green energy explodes from you and pushes all the vampires back.

A cloud of thick smoke fills the room.
+1 to all attacks for the next 3 turns.

You are not used to using magical swords and your shot goes wide. A vampire dashes over and strikes you.

You protect the others.

You jump around and sing songs about wooden stake parties.
+2 to all rolls next turn.

The magical light of Dreamkicker's lamp aids the paladins in their attacks against the vampires, which were discombobulated by Andelia's spell. Despite this a few of them still get hit.


You burn one of the vampires to a crisp.


Gah! Smack him with it!

Roll #1 7 + 1 = 8


Sling a stone at one of the vampires!


Right, time to toss my shield at a vamp that's still up. '1d10+4'

Roll #1 7 + 4 = 11



Roll #1 9 + 4 = 13


I shoot another in the head!

Roll #1 5 + 2 = 7


Cheap shot one of em! '1d10+3'

Roll #1 7 + 3 = 10


Well this seems like the perfect time to change into a wolf and attack a vampire.

Roll #1 8 + 4 = 12


Skeleton strike!

And wave torch at the same targeted skeleton!

'1d10' '1d10'

Roll #1 10 = 10 / Roll #2 4 = 4


Dreamkicker's lamp has 3/15 turns left before it needs a recharge.
Olga's torch has 10 turns left before it is out of fuel.

Your rayblade shines bright as you club the vampire in the mouth and cut it, sending it to the ground where it lands on its teeth.

Your sun-blessed sling throws a miniature sun at a vampire. It explodes on contact and leaves a cloud of dust behind.

Your shield flies low. Instead of cutting the vampire in half it only cuts off his legs. He falls to the floor and rolls around cursing.

Your bolt sinks into the head of a vampire. It falls over while trying to pull the bolt out.

You sneak up behind one of the vampires, then jump into the air and headbutt the back of his head. You hear something crack and he falls over.

The light from Dreamkicker's lamp bounces off your fangs and you claw your way into a vampire's chest and tear out his heart. The heart and vampire both turn to dust.

Your skeleton tears a long strip of wood off a coffin and spears it through a vampire, piercing its heart. The vampire turns to dust. You, meanwhile, light your torch and start beating a down vampire with it until it turns to dust.

The paladins team up on the downed vampires and before long there are three scattered piles of dust on the ground.

There is 1 vampire left.


Ram that vampire into a wall!

Roll #1 5 + 2 = 7


Cut 'em up!

Roll #1 6 + 1 = 7


I deliver another bolt to the vampires.

Roll #1 5 + 2 = 7


I just wince and let them finish it


I'll… let the others handle it. Honestly, anything past this is overkill. Admittedly that's the best kind of kill, I'd just be getting in their way.


'1d10+1' pile in on that last vampire.

Roll #1 10 + 1 = 11


Then again… '1d10'

Roll #1 4 = 4