/q/ - Quest

ADVENTURE!

[To Bottom]

File: 1337454037137.jpg (38.26 KB, 408x599, 408px-2008-05-17-SuttonHoo[1].…)

No.1986

Okay, first things first:
Autorefresher for mlpg.co:
http://mlpg.co/scripts/Dollchan_Extension_Tools_mlpgco.user.js
(you may want to go to the options' form page and click on the fixed name box and put your character's name there)

>A simple dice system is in place, just enter dice and a number in the email field to roll. ie: dice100 will generate a random number between 1 - 100

We'll use a 20 sided dice, so write dice20 (case sensitive) every time I tell you need to roll.

Rules:
http://pastebin.com/66SXJuKP

4 minimum players, 6 max.
Roll your characters:
Name
Race
Cutiemark
Class
Alignment
Any notable items (lucky charms, etc. not armour and weapons, I'll give you your starting inventory)
A short description of your personality and appearance if you want to.

Note that this quest takes place before Celestia in the three kingdoms, notably starting in the earth pony one.
You may roll any character you want, but I'd encourage you to have at least one earth pone in your party.
Also since the gods Celestia and Luna don't exist yet, you may think up of a different deity for yourself to believe in.
Once we have at least 4 players we'll start.

No.1991

>>1986
Well if Radiant isn't going to show up then I'll just put my Unicorn idea on ice.

Name: Card Trick
Race: Earth Pony
Cutiemark: A deck of cards
Alignment: Chaotic Good/worshiper of Pinkie Pie
Items: Flute, knife, rations, bandages for three wounds, a deck of playing cards
Description: Easily amused and good matured, his coat is lavender and his mane and tale are green.

No.1992

File: 1337454945309.png (313.69 KB, 1613x1779, 1323739830286.png)

>>1986
Name: Auria
Race: Unicorn
Cutiemark: Golden flower
Class: Cleric
Alignment: Lawful good
Any notable items: Small book of prays, food and some bandages
A short description of your personality and appearance if you want to: Healer and moralfag, afraid of violence and strangers and this is my color scheme.

No.1993

Name: Xiek
Race: Pegasus
Class: Tracker
Deity: Luna
Alignment: True Neutral
Cutie Mark: Hammer (Knack for crafting)
Inventory: Bow, quiver filled with arrows and a small dagger
Description: Quiet guy who opens up once you really get to know him. Will always look out for his mates

No.1995

>>1993
>Deity: Luna

No.1998

Also, put your characters name and class on the name field
like Auria [Cleric] or Card trick the… what's your class anyway?

No.1999

>>1998
Woops.

No.2001

No.2002

Name: Makkusu
Race: Earth Pony
Class: Knight
Deity : None
Alignment: Neutral Good
Cutie Mark: Shield
Notable items: A golden locket with a picture of an Earth Pony in it
Description: Thinks highly of his comrades and tries his best to be credit to team.

No.2003

>>1998

Alright

No.2004

>>1998
Will do, boss.

No.2005

Well we've got 4 players and the time's up.
If someone's still making a character please respond and we'll wait.

No.2006

>>2005
I am!

No.2007

>>2005
HOld up dude.

No.2008

>>2006
I'm glad. Five seems to be the optimal amount.
though if Radiant wants to join later I'll allow it.

No.2009

>>2007
6 is fine too.

No.2010

WAit we have to roll our characters? We can't make our own?

No.2011

>>2010
We just say "roll", you may make any character you see fit.

No.2012

>>1986
>Name
NOE
>Race
Earth Pone
>Cutiemark
Hammer and Shield
>Class
Knight
>Alignment
True Neutral
>Any notable items (lucky charms, etc. not armour and weapons, I'll give you your starting inventory)
I got nuthin'
>A short description of your personality and appearance if you want to.
Light brown coat with grey mane and dull green eyes

No.2013

>>2012
aw yeah, another knightbro

No.2014

Name: Rib
Race: Donkey
Sex: Female
Class: Tracker
Alignment: Lawful Neutral
God Alignment: Nature
Description: Greyish Bluish Donkey with very short brown hair.

No.2015

Loads of neutral friends as usual.

No.2016

>>1991
>(lucky charms, etc. not armour and weapons, I'll give you your starting inventory)
>Me in charge of reading comprehension

I'll go ahead and drop that knife off my inventory list, and Pinkie Pie as my deity if I am misremembering the conversation about her existing outside of time and space.

No.2017

>>2014
God that took forever for me to post.

No.2018

>>2016
Pinkie is always a viable deity.

No.2020

>>2015
I would have played an Evil character if Radiant had show up. Oh well.

>>2017
Do you have the Dollchan thing?

No.2021

>>2013
gonna smash it up

No.2022

>>1993

>(lucky charms, etc. not armour and weapons, I'll give you your starting inventory)


Yeah i'll drop the weapons out of my inventory too, my notable item will be a hand crafted wooden arrow head

No.2023

>>2020
Yeah I just got it. Everything seems fine now

No.2024

>>2020
He is on the other thread.

No.2025

Okay
>Card Trick the Earth pony bard
>Auria the Unicorn Cleric
>Xiek the Pegasus Tracker
>Makkusus the Earth Pony knight
>NOE the Earth Pony knight
>Rib the Donkey Tracker

Okay, you may mingle with each other, decide on a leader and so forth, I'll write the first prompt.

Also
>Radiant's computer BSOD's

No.2027

>>2025
Didn't notice we had a tracker already. shoulda went mage or necro

No.2028

>>2025
>Radiant's computer BSOD's
damn

No.2029

>>2025
So, who wants to be leader, raise your hand.

No.2030

>>2025
What's a Donkey doing all the way out here?

No.2031

>>2025

I nominate Makkusu for leader

No.2032

>>2029
I MEAN HOOVES. Yes, hooves. No hands here. No humans, nope. Not at all.

No.2033

>>2030
……Tracking?

No.2034

>>2027
If you wish to, you may change your class.

No.2035

>>2029
I think you're the only one who does

No.2036

>>2031
What if we made this a democracy?

>>2033
Fair enough.

Dollchan extension in charge of not fucking up when you try and post.

No.2037

>>2036
Im ok with that unless someone want to lead the party.

No.2038

>>2034
I'll go Shaman.
Donkeys are alien. They have alien abilities

No.2039

>>2036
>>2037
Sounds good. Let's go with that.

No.2040

>>2036
Yeap, I can go with this

No.2041

>Starting inventories
You all have knives that are easy to hide in the folds of your cloth, down a boot or just on your belt.
You are fresh out of supplies, except water, for you have just returned from an adventure.
Your party has enough rope to climb a three story building if you can just throw it so high.
You have accumulated 600 coin from your adventures.

The warriors have swords and chainmail armour
The cleric has a staff with a very pointy star on top, some robes and a book on healing.
The trackers have bows and leather armour.
the Bard has a banjo, a short sword and a colourful outfit.
Your equipment looks a bit worn from your last adventure to the wild.

Your party is resting at a tavern after your latest adventure.
The tavern is rather large, with fine wooden decorations on the wall. The bottom floor is currently almost empty; there's only the bartender scrubbing pints behind the counter and a drunken bard on one of the tables. He seems to have passed out.
The bartender tells you it's market day so everyone's out on the town square selling their merchandise.

Talk to the bartender?
Check out the Bard?
Go out the door?

No.2042

>>2041
Sorry, the shaman has a spear with a crooked shaft, a bag of herbs and a pipe.

No.2043

>>2042

NEAT
>>2041
Sigh and shrug wondering why we're here in some boring tavern anyway. Ask what kind the stuff the town sells. Maybe we can buy something cool.

No.2044

>>2041
Talk to the bartender. Ask him if there's any hot news regarding the town for our impending adventure.

No.2045

>>2041
I want to check the bard first.

No.2046

>>2041
Check out the bard, perhaps he has an interesting tale to share with us

No.2047

>>2041
I'm going to make sure my banjo is tuned properly.

No.2048

>>2041
are we going to, share, all the money?

No.2049

also testing diceRolled 18

No.2050

File: 1337457952673.png (246.32 KB, 1243x1024, map.png)

>>2045
>>2046
The bard is clearly passed out.
You sniff his glass.
You're not sure what it was that he drinked but you're sure it was stronger than what you've ever tasted.
He has a large bag of coins next to him.
>>2043
The bartender tells you that this is the capital of the earth pony federation.
The town itself is surrounded by many farms, so you'll be bound to find lots of food on the market.
There is also a merchant's guild in town that has rights to importing specialty items from other kingdoms.
There are a couple of smithies and other smaller stores around the square too.
He points you to a tattered map that is nailed on the wall.
>>2044
The bartender tells you there's something happening at the town hall, and that there have been rumours of thieves circling around.
>>2047
You tune your banjo.
It works perfectly now, you get +1 to your next roll to inspire.
Mark this down somewhere so you remember it.
>>2048
You may do that if you wish, or you may send one person to do the whole party's shopping.

No.2051

>>2048
Since it's a democracy, we should each get 100 Bits each

No.2052

Ooh how do
dice20

No.2053

>>2052
>>A simple dice system is in place, just enter dice and a number in the email field to roll. ie: dice20 will generate a random number between 1 - 20

No.2054

>>2051
We should do this.

>>2052
Writ dice20 in the email when you post.

No.2055

>>2052
you put the dice20 in the email field

No.2056

>>2050
A donkey insulting a pony in a pony town is a bad idea so I don't mention that all of that sounds boring.

I thank him and suggest we head straight to town hall.

No.2057

>>2051
alrighty

No.2058

>>2050
The town hall sounds like a good spot to investigate.

>>2051
Fair enough.

No.2059

>>2054
>>2051
You decide to share the party's funds evenly.

Do you want to try and snatch the bard's pouch of coins?
Go out the door?
>>2056
I thought you were a shaman?

No.2060

>>2050
I vote we split the money evenly and check out the town hall, unless the knights want to check out the smithies first.

No.2061

>>2059
No we ar enot going to take his money.

Lets go out.

No.2062

>>2050
head to town hall with the others

No.2063

>>2050

>Large bag of coins


Tempting, but my guilty conscious will haunt me if I take it, I'll leave the bard to rest and join up with the rest of the party with the bartender

No.2064

>>2059
Dollchans fixed name. I forgot to change it. sorry

No.2065

>>2060
I'd rather get my stuff from loots than getting scammed by shopkeepers.

No.2066

>>2065
Oh im sure they are not going to scam us.

No.2067

As you open the door of the tavern you are almost carried away by the amount of earth ponies flocking to the town square.
Most of them are large and strong looking farmers wearing simple capes and hoods, some are drawing carriages full of fresh vegetables.
As you come to the square you see it's packed with ponies, mostly earth ponies but surprisingly you can see a small group of unicorns too.
There are stalls laid out in no particular order, most selling food.
There are fletchers and smithies lining the square, but your eyes are fixed on a large colourful sign reading "merchant's guild: all the adventuring gear you'll ever need!"
The largest building lining the square is however the town hall, made from huge blocks of stone with the earth pony banners fluttering in the wind in front of it.
The town crier is on a stand screaming his lungs out, something about adventure, the chancellor and the town hall.
Do you want to go shopping?
Make your way to the town hall?
Something else?

No.2068

>>2067
Time is of the essence as time is money and money is short so….short….time…


Head to Town Hall to see what's going on.

No.2069

>>2067
Lets go shopping guys!

No.2070

>>2067
Fine, I'll entertain them. Let's go find out what's available at the Merchant's guild.

No.2071

>>2067
Another adventure sounds like fun.

No.2072

>>2071
>fun

No.2073

>>2067

Let's see what's going at the Merchant's Guild

No.2074

>>2071
Roll to have >funRolled 4

No.2075

>>2067
head to see who is shouting what

shopping can wait

No.2076

>no shopping

You guys are boring.

No.2077

>>2075
Don't you want a fabulous sword to go with your gears

No.2078

>>2076
You can go buy some jewels or whatever. Bring back potions

No.2079

>>2076
no one's stopping you

>>2077
we just got back, we can probably stay a night or two before leaving

No.2080

>>2076
>>2077
It would be smarter to shop when we know what kind of adventure the crier is talking about.

No.2081

>>2078
>>2079
Nah lets go to the guild if you whant to guys.

No.2082

>>2080
Fair enough, let's hear it out.

No.2083

>>2074
You suddenly feel horribly angry.
>>2068
>>2069
>>2070
>>2071
>>2073
>>2075
You decide to continue to the town hall, but take a quick detour past the merchant's guild.
There's a fat earth pony wearing a small hat with a feather in it shouting "bombs! Rope! Oil! Anything an adventurer could need!"
There's a neat rack of weapons behind him.
You don't buy anything right now, thinking it would be better to know what you're going to do before buying new equipment

You are at the town hall.
The town hall is notably calmer than the buzzing Market on the outside.
The waiting room you have entered is small, with white walls and uncomfortable chairs next to a large door to the main hall.
The main hall is lined with huge pillars potruding from the ground, and there's a red carpet through the middle to a stand where there are two seats.
Someone has dragged a large wooden table before the stand, and there are multiple ponies in red city official dresses swarming around it.
When you enter the hall the chancellor rises his head, and motions the guards to stop you before you can see what's on the table.

Try to peer at the table?
Ask the chancellor what does he need done?

No.2084

>>2083
Pft. Tell me something I don't know

Lets chat with the chancelor

No.2085

>>2083
Rolling for peerRolled 15

No.2086


>You suddenly feel horribly angry

Cranky donkey getting cranky again

>>2083

Try to ask chancellor what does he want

No.2087

>>2083
Talk to the chancellor!

No.2088

>>2083
I ask the chancellor what he needs done.

No.2089

>>2083
stop get behind the group, away from the guards

No.2090

>>2085
You stretch your neck as best as you can.
You notice there's a map on the table with pins pointing out every large town in the earth pony federation, and some unicorn cities.
There are also flags, though you're not sure what they mean.
>>2084
>>2086
>>2087
>>2088
The chancellor starts explaining the situation to you:
"As you know, there are some caves in the mountains not far from the city.
We presume some necromancer has hidden himself in one of these, as we've gotten reports of farmers disappearing near the woods that line the mountainsides.
Something must be done before all the frontier farms will disappear! I ask you to go to this cave, find the necromancer and take his staff back to me as proof that he is dead.
You will be handsomely rewarded by the state and you make keep any loot you find at the lair of the necromancer."
He then gives you the directions to the cave where the necromancer is presumed to be hiding.
It's just a day's walk away, though you'll have to spend a night at the woods.
>>2089
The guards give you a quizzical look.

No.2091

>>2090
Necromancers are punks that hide behind their undead minions to survive. We should be able to do this easy. I say we accept the quest and get a move on.

No.2092

>>2090
Thank the Chancellor

then quietly ask the Cleric what she saw

No.2093

>>2090
Sounds easy enough. I'll go visit the stalls, buy some food for the trip.

No.2094

>>2090
Accept the quest and begin preparation for our journey!

No.2095

>>2090
Everpony deserve the peace of the grave, lets do this.

No.2096

>>2090
We should probably head to the shops and smithies now. Once we get outside I ask the cleric if there was anything interesting on the table.

No.2097

>>2096
SLUT SLUT SLUT SLUT SLUT SLUT

No.2098

>>2095
>>2091
>>2092
>>2093
>>2094
You accept the quest, and the chancellor's face widens into a smile.
He thanks you and tells you you don't need to buy food or healing supplies if you don't want to, as the city will provide you more than enough when you're ready to leave.
He looks at your equipment though and suggests you get those checked at at the local smithy.
He wouldn't give a bit to those sleazy merchant's at their guild.
>>2096
You head outside.
Do you want to visit the smithies and the fletchers?
The merchant's guild?

No.2099

>>2098
We Smitties now.

No.2100

>>2098
Free food? Why, thank you. I'll go check out the smithies first then.

No.2101

>>2096
Some maps and flags.

>>2098
The smitties.

No.2102

>>2098
Let's see what the smiths have to offer.

No.2103

>>2098
I'll check out the fletchers, need to restock my quiver with arrows, and fine tune my bow string

No.2104

>>2098
I'll head to the merchants, see if they have a particular something I'm looking for. It shouldn't take long

No.2105

>>2098
**DM,I probably should've asked this before but are certain weapons associated with certain races?

No.2106

>>2099
>>2100
>>2101
>>2102
>>2103
You head to the side of the square, where there's a smith and a fletcher side by side.
The smith is an old earth pony with a gray beard and an eyepatch.
He eyes you for a moment, especially Auria.
"Huh, you don't see them unicorns every day. What can I get ya? I've got swords, spears, halberds, helmets, armour, big and small, light and heavy. I can't guarantee my stuff is still as good as the guilder's but it won't break!"
If you want to buy new equipment from here you have to roll for it's quality.
The fletcher's a female earth pony. As you walk by barrels of different kinds of arrows you notice an odd bow.
"It's a crossbow! They're the latest development in ranged weaponry, and I just got a shipment! They might not fire as fast and as far as bows but they sure pack a mean punch! They're easier to use too!"
>>2104
The large earth pony at the counter gives you a smile.
"And what would you like to buy today? We've got everything from your standard equipment to books from the Unicorn Kingdoms! We just recently got a masterwork longsword from the pegasi too!"
A masterwork weapon allows you to reroll a dice once per combat, but they have a price to match
>>2105
Any race can use any weapons, but every class can't.
As a knight you can use all close combat weapons.

No.2107

>>2106
Do we roll before we buy, or at the same time?

No.2108

>>2107
You may roll before you buy, as you check the wares before forking over the cash.
Just state what kind of a weapon you want and roll.

No.2109

>>2106
I could use a new sword. A great sword at least.
Rollin' for quality.Rolled 12

No.2110

>>2106
I roll for a fancy staff.Rolled 10

No.2111

>>2108
Can bards use maces or hammers?

No.2112

>>2106
I'd have to decline the offer for the crossbow, wouldn't wanna sacrifice speed for power.

Roll for a good recurve bowRolled 13

No.2113

>>2106
>>2111
Rolling to check his selection of maces.Rolled 20

No.2114

>>2106
I don't buy anyzthing

No.2115

>>2111
One-hoofed maces.
I'm gonna wait for everyone's shopping decisions before announcing the prices.

No.2116

>>2106
"Thanks for the offer but I'm looking for a pegasus designed contraption. It's a blade launcher that fits on the front hoof, 'Target Mark' said to have started exporting them recently."

No.2117

>>2113
>20
you find a masterwork mace.
Even the smith doesn't know it's so well balanced and made, he sells it to you at the normal rate of 5 coins.
>>2109
>12
You think the sword might even be a bit fancier than the ones they sell at the guild.
A great sword costs 15 gold coins.
>>2110
>10
The staff is pretty fancy, and sturdy.
It doesn't have any magical elements to it but it's a good staff.
it costs you 5 gold coins.
>>2112
>13
The bow is definitely stronger than your previous one.
the recurve bow costs you 15 gold coins and comes with an ample supply of normal arrows.
>>2116
The earth pony goes silent for a while.
"That sounds pretty rare. Let me check the back room."
Roll for availability

No.2118

Guys I have to go afk for 5 minutes so brb.Rolled 3

No.2119

>>2118
Okay, the rest of you may go to the bathroom or get something to drink or finish your shopping meanwhile.

No.2120

>>2118
You have failed to go away. You are here FOREVER

No.2121

>>2117
Rolling

No.2122

>>2121
GAH!Rolled 16

No.2123

>>2117
Guess I'll take it then! I'll note the amount of gold I have left down.

No.2124

>>2119
I'm guessing 1s are critical fails?

No.2125

>>2122
>16
the earth pony come back with a large crate.
"huh, I was sure I hadn't ordered any. Well I'll give you a bit of a discount on these, say…10 gold?"
>>2124
In the same way 20 is a critical success, yes.

No.2126

>>2117
I familiarize myself with my new bow and put on my quiver full of arrows. Perhaps I'll take a look at that merchant that was selling oil, maybe I can make my own incendiary arrows for the tripRolled 1

No.2127

>>2126
When fiddling with your bow you break the string.
It costs you 5 gold coins to repair.
You don't have to roll at the merchant's guild, or did you just forget the dice in the e-mail field?

No.2128

I'll have to brb for 10 too, make your purchases and roll for quality if you need to.
I'll tell the prices when you get back

No.2129

>>2127
yeah, I forgot to remove the dice from the email lol, I shall accept my clumsiness and pay for the repairs

No.2130

>>2125
"10 Gold!? For a single shot, manual reloading launcher? Actually that sounds about right. I'll take one."

then head over to the smiths

No.2131

>>2117
I purchase the mace if I haven't done so already.

No.2132

>>2128
Ok im back and I want that staff.Rolled 18

No.2133

>>2128
Submit to pressure and decide to browse for a decent staff to use.Rolled 2

No.2134

Is 4chan down guys?

No.2135

>>2134
Seems fine to me

No.2136

>>2134
Nope, seems fine for me?

No.2137

>>2134
Not for me

No.2138

>>2128
looking for an open faced helmet; greaves/leg protection, medium sized shield with a charging spike on it

Rolling for quality
do i have to roll several times?Rolled 14

No.2139

>>2117
I roll to search for armor a bard can use.Rolled 2

No.2140

>>2117
I think I'm still okay with my chain mail armour, so I'll just look for a nice closed helmet.

Rollin' for quality!Rolled 10

No.2141

>>2133
You search and search but all of the staffs the poor smith has are either too crooked or are rotten.
>>2138
You find all of that, and they're of nice quality too.
They'll cost you 45 coins though, armour isn't easy to make.
>>2139
You find a handkerchief.
the smith says you can take it for free, he's got a dozen of those.
>>2140
You find one. it cost you 10 coins.

No.2142

>>2141
Fair enough. 10 coins it is.Rolled 11

No.2143

>>2142
Oh damn, ignore that roll.

No.2144

>>2141
I take that free handkerchief and head to the Merchant's Guild.

No.2145

>>2141
Search the nearby shops for a compass, a map of the local terrain, and some oil

No.2146

I pay and wait for the others

No.2147

>>2141

Ugh. How annoying. Can't say I didn't expect it though.

No.2148

>>2141
I pay for the staff nasse.

No.2149

>>2144
>>2145
The earth pony at the merchant's guild gives you the same sales speech as he gave to Noe.
He says the map, compass and oil would cost you 25 coins.
You all may shop at the merchant's guild without saying "I walk over there"
>>2148
Yes, I noticed.

Okay, everyone state how much coins you have left.
Everyone started with 100.

No.2150

>>2149
After the sword and helmet, 75 coins left.

I'll give 10 coins to Xiek so that he can pay for the remaining 15 coins for the map, compass and what-not.

After that, 60 coins left for me.

No.2151

>>2149
Pay the kind merchant for the goodies
I now have 55 Bits left

No.2152

>>2149
I have 45 left

No.2153

>>2149
I HAVE 95 BITS.

No.2154

>>2149
I still have 100 cause I don't waste shit on fuck.

No.2155

>>2149
95 coins.

Do I have to roll for quality at the Merchant's Guild, or do I just say what I want and get a flat price?

No.2156

>>2155
The merchant pony looks down on you.
"Merchant's guild items are of steady quality, but our prices are higher than a common street smith's."

You also see it's almost mid day. Final purchases before heading out.

No.2157

>>2156
I'm looking for armor a bard can use.

No.2158

>>2150
>60 coins
I MEAN 65 COINS

I CANNOT INTO MATH

No.2159

>>2156
Groan and head out before anyone else.

No.2160

>>2157
The merchant eyes you for a while.
"Hm, I think I've got just what you need. This vest's made of reinforced leather, it fits you perfectly, if you have the, mmm, coin for it."
The vest costs you 15 coins.
>>2159
The guardspony at the gate stops and asks you if you're one of the adventurers. Your supplies have been brought to the guard post by the main gate.

Will the rest of the party gather by the main gate?

No.2161

>>2160
I pay for it, put it on, and head to the main gate.

No.2162

>>2160
I'm ready, I guess. To the main gate.

No.2163

>>2160
Reply yes and thank him for the supplies. I pick up a few and call impatiently call out to the others as I head to the main gate.

No.2164

>>2160
Onwards to the main gate

No.2165

>>2160
follow the Shaman and head to the main gate

No.2166

>>2160
Yes lets go!

No.2167

>>2161
>>2162
>>2163
>>2164
>>2165
>>2166
You get to the main gate.
The chancellor wasn't lying, there's enough food and supplies there to last you for a lifetime.
Unfortunately you can't carry all of it.
You take what you can, bandages, water, food, and even a hook for a rope.
You start galloping through the empty countryside, only occasionally passing ponies dragging their carts towards the earth pony capital.
Following the map you arrive at the forest a bit before evening.
The tracker should check for a way through the forest.

No.2168

>>2167
Can I use detect evil? Maybe I can feel the evil necromancer.

No.2169

>>2167
I'll accompany the tracker.

No.2170

>>2168
You may try.
Roll if you want to.

No.2171

>>2167
My time to shine, I will scout ahead to see which path we can take, I shall also make use of my wings and do an aerial scan as well

No.2172

>>2170
Ok rolling.Rolled 3

No.2173

>>2167
I'll stick with the tracker.

No.2174

>>2171
Roll.
Tracking is a skill.
>>2172
You're momentarily blinded by world's beauty.
The knight has to carry you into the forest while you drool a bit.

No.2175

>>2174
rrrrrrrollRolled 1

No.2176

>>2175
OH GOD

ALWAYS THE TRACKER

No.2177

>>2172
haha oh man

No.2178

>>2175
My dice are cursedRolled 9

No.2179

>>2174
Oh my~Rolled 11

No.2180

>>2178
STOP ROLLING, YOU'RE GOING TO KILL US ALL

No.2181

>>2175
You get lost several times, having seemingly lost your sense of direction as soon as you were enveloped by the forest.
It's well past midnight when you finally stumble upon a clearing, which you presume is about in the middle of the forest.
There's a hovel here with an overgrown garden in front of it.
A little worryingly you find a skeleton of a farmer inside it still clutching an axe.
Does someone want to pick up the axe?

No.2182

>>2180
Roll to calm Makkusu down.

Though If I fail I don't really care.Rolled 19

No.2183

>>2181
I am not touching that thing.

No.2184

>>2181
RI try to detect evil in this skeleton.Rolled 14

No.2185

>>2181
scan the area for a defensible place to spend the night ASIDE from the hovelRolled 16

No.2186

>>2181
Something tells me we shouldn't touch it, anyone cares to give it a try?

No.2187

>>2181
Upset with my previous mishap, I pay no heed to the skeleton and his axe, and leave it alone

No.2188

>>2181
I get my mace ready in case that skeleton is undead.

No.2189

>>2186
Sigh…. fine.


I use Root to move some of the roots around to try to grab or at least knock over the sword to test for undeadness.Rolled 9

No.2190

>>2184
Yep, the skeleton's dead.
You think that if someone tried to touch it, it would just crumble into dust.
There's something about the forest surrounding this place though.
>>2185
The garden is lined with a brick fence. You figure you could put up a tent there.
>>2182
You calm the weary warrior down, it doesn't take much though since the whole party is so exhausted.

You leave the dead alone for now and set up camp.
Everyone soon falls asleep.
After a while though, NOE feels something nuzzling his hoof.
Then there's a hot breath on his face.
Opening an eyelid he spots a pair of red eyes hovering over his face in the darkness.
Jumping up he sees three timberwolves circling the campsite with a fourth one over him.
You wake everyone else up with your screaming.

Roll for iniative, score to beat due to the surprise attack: 12.

No.2191

>>2190
Rolling.Rolled 9

No.2192

File: 1337465545081.png (560.16 KB, 1280x841, Campsite.png)

>>2190
>>2189
Before all this though, Rib picks up the axe from the poor fellow.

No.2193

>>2190
Cast smite!Rolled 2

No.2194

>>2190
RollingRolled 20

No.2195

>>2190
Rolling!Rolled 19

No.2196

>>2190
take a defensive position in front of the othersRolled 3

No.2197

>>2190
Ah crap. Rolling!Rolled 6

No.2198

>>2191
A timberwolf howls and jumps at you, only managing to headbutt you.
You fall on the tent and it comes crashing down, you're fine for the moment though.
>>2193
You manage to blind yourself with your spell.
You're gonna miss your next turn.
A timberwolf slowly approaches you.

>>2196
The timberwolf on top of you tries to bite a sizable chunk off your face, only thwarted by your manic flailing about.
You do get a scar on your face though. It'll make nice party talk.

>>2197
Another timberwolf bounces at you, ripping a few rings off your chainmail and clawing at your feet.
It's just a flesh wound.


>>2195
You get +1 to your next action.

>>2194
>critical success
You don't think, you grasp the axe you just got and drive it through the nearest timberwolf's head, instantly slaying it.
You also get +1 to your next action.

No.2199

>>2198
ahhh! Help!Rolled 12

No.2200

>>2198
The timberwolf Rib killed was the one attacking Card Trick, by the way.

No.2201

>>2198
I smash the timberwolf that just headbutted me with my mace.Rolled 20

No.2202

>>2198
Animal Connection on the Timberwolf going for AuriaRolled 3

No.2203

>>2198
Damn it, and this is my favourite chain mail armour. Roll to attack one of the timberwolves with my great sword!Rolled 1

No.2204

>>2198
Using the oil I bought, I light my arrows on fire and fire away at the timber wolf that's approaching AuriaRolled 17

No.2205

>>2198
run to defend the Cleric if i'm not occupiedRolled 2

No.2206

>>2202
>>2203
>>2205
this is going great everyone!Rolled 19

No.2207

>>2203
>>2205
Knights having a bad time.

No.2208

>>2206
Please tell me that was your reroll.

No.2209

>>2208
if it is then it's probably to encourage you guys, if the DM says otherwise then no

No.2210

>>2199
You're no longer blinded and can take your next action.
>>2202
You think you're a wolf for a while, but come to your senses before you try to take a bite out of anyone.
>>2203
You throw your greatsword at the campfire, the timberwolf in front of you looks at you with a surprised look on it's face when
>>2201
>the target no longer exists
You take a massive swing at air and stumble on the wolf fighting Makkusu.
The wolf is hurt and confused.
>>2204
You light the wolf on fire and it starts flailing about.
>>2205
The wolf on top of you is still very real, and so are it's claws.
You can taste blood in your mouth.
If you or someone doesn't get that wolf off of you you're gonna faint.
>>2208
He doesn't have any

No.2211

>>2210
FUCK, GET THAT SWORD BACK and roll to assist NOE!Rolled 18

No.2212

>>2210
>I always forget this
There are three wolfs left.
One is hurt, confused and stuck under Card Trick.
One is on fire and flailing about. If you don't kill it now you will have to start taking dodge tests.
One is on top of NOE, and he's about to faint from blood loss.
He won't die unless the whole party is knocked unconscious.

No.2213

>>2210
bash away the wolf with my shieldRolled 14

No.2214

>>2210
I attack the wolf on NOE.Rolled 13

No.2215

>>2210
Smite the wolf on top of Noe

No.2216

>>2215
Ok roll.Rolled 4

No.2217

>>2210
Drive an arrow into the flaming wolf's skullRolled 1

No.2218

>>2214
WHY AREN'T YOU KILLING THE WOLF UNDER YOU

WHY ISN'T SOMEONE SHOOTING THE WOLF ON FIRE

WHY CAN'T I BELIEVE THIS ISN'T BUTTER

No.2219

>>2217
>1
TAKE COVER

No.2220

>>2218
You guys really like Wolves all over you.

>>2210
Try animal connection one more time. These wolves could help.Rolled 6

No.2221

>>2211
You burn your hoof a little but manage to get your sword out of the fire and swing it at the wolf in a high arc.
>>2213
>>2214
Your combined efforts send the wolf flying on the hovel's wall, shattering the beast into splinters.
>>2216
>>2215
You cast a nice flare on the night sky.
>>2217
You snap the bow's string again. Good thing you brought spares.
You also have to roll to dodge the flaming wolf.
It will be burned to cinders in two turns.

The third wolf is no longer trapped, but it's still disoriented.

No.2222

>>2221
I attack the disoriented wolf.Rolled 18

No.2223

>>2220
>>2221
>>2220
The disoriented wolf stays confused for one more turn.
You have a +2 if you try animal connection one more time.

No.2224

>>2221
third times the charm!
Cast smite in that wolfRolled 12

No.2225

>>2221
finish off the wolf with a sword/shield chargeRolled 12

No.2226

>>2221
Roll to dodge the flaming wolf, give it a quick kick to shove it away from the partyRolled 5

No.2227

>>2222
The wolf flies to it's side, but isn't dead.
>>2224
>>2225
Those are the rolls, but designate which wolf.

No.2228

>>2226
Your nice cloak gets a little singed, but the wolf is still flailing about randomly.
One turn until it burns to death.

No.2229

>>2221
Attack the disoriented wolf.Rolled 7

No.2230

>>2227
The disoriented wolf.Rolled 1

No.2231

>>2227
go for the burning wolf

No.2232

>>2228
Take my knife out and team up with Makkusu and Auria to take out the disoriented wolf

No.2233

>>2232
forgot to rollRolled 16

No.2234

>>2227
I'll do a spot check to see if there are any that hung backRolled 16

No.2235

>>2229
You miss and land flat on your face.
>>2230
You smite the wolf to pieces.
>>2231
>>2232
You stop the flaming wolf's flailing by bashing it with your shield and driving a knife through it's throat.
Noe is wounded, but some bandages and a good night's rest should help with that.

The wolves are dead and your campsite is a mess.
Your tent is torn and the flaming wolf destroyed your campfire.
You decide to spend the rest of the night in the hovel with mr. Bones.
>>2234
You see one or two quickly running away. You don't think they'll return… tonight.

Next morning you check the remains of your campsite and decide to push to the mountains.
You come up to the "cave" the chancellor said the necromancer might be hiding in, but it's no ordinary cavern.
There are two statues flanking a huge square-shaped opening in the side of the mountain here.
The statues have been sculpted wearing chainmail and viking-style helmets, and their eyes seem to have gem-shaped depressions in them, though the gems themselves have gone missing.

Do you want to enter the cave?
This is without error the place pointed to you by the map.

Also we can continue from here whenever if people want to quit now.
Next similar checkpoint should be coming in about an hour or hour and a half.

No.2236

>>2235
I've got to leave for a party in about ten minutes and have no idea when I''l get back. I'm in favor of stopping here for now.

No.2237

>>2235
A little late here, so I think I'll stop too.Rolled 15

No.2238

>>2235
Well I can do whatever you guys want.Rolled 6

No.2239

>>2235
the cleric should check the statues, i have a feeling that they could come to life if given the right magic

No.2240

>>2235
>>2239
Also this, detect evil in this statues.Rolled 11

No.2241

yeah, I'll stop too for now

No.2242

>>2240
The statues are just stone, through and through.
That's not to say a powerful enough mage couldn't still reanimate them but it's not likely.
>>2241
>>2237
>>2236
So that's three out of six.
I think we'll pause here.
When would you guys be able to continue, presuming you still want to?

No.2243

>>2242
I can be here tomorrow at the same time we started today.

No.2244

>>2242
haha, tomorrow if possible

or whenever. I like the involvement this one has

No.2245

>>2242
Same time or earlier is fine too

No.2246

>>2242
Well this >>2243Rolled 7

No.2247

>>2245
>>2244
>>2243
>>2246
>>2243
So same time tomorrow.
Maybe even an hour earlier if you guys will be here.
Great, let's do that.

No.2249

>>2247
To the other thread!Rolled 20

No.2250

>>2247
I shall take my leave then now, look forward to continuing with you guys later!

No.2337

Alright, let's get this party started, everyone answer to this post if you're here.
We'll start once we've got at least 5/6 members.

No.2338

>>2337
Tracker reporting in

No.2339

>>2337
here to be integrated into the game later on

No.2340

>>2337
Ready.

No.2342

>>2337
Knight reporting in.

No.2343

>>2337
im here.

No.2346

>>2338
>>2339
>>2340
>>2342
>>2343
Well that's five.
We can wait for the others or get going
I'll have to go to bed in about 5 hours though, I forgot about a thing I have tomorrow.
The absent players will be left outside the dungeon

No.2347

>>2346
who's missing?

No.2348

Reporting in.

No.2349

>>2347
NOE the Knight and Rib the Shaman

No.2350

>>2348
Wait for me!

No.2351

>>2350
>>2348
Go away I don't need you yet

No.2352

No.2354

>>2348
Oh shit forgot my char sheet

Diamond Mane
Alicorn
[Plot Device] (multiclass: Deus Ex Machina/Bad Writing)
Lawful Neutral
Cutie Mark: A railroad
Skills: ignore dice roll + worsen situation
Weapon: a bag of doorknobs
Inventory: the script, fixed dice, dungeon master notes, monster manual, the rulebook

No.2355

>>2354
You forgot the fire arrows.

No.2356

>>2354
>a bag of doorknobs
Pfhahahahahahahhaha!

No.2360

>>2352
Well, let's get started then, if Rib or Noe shows up they can catch back to ya.
LAST TIME IN DND
You can read all about from above.
Your party was asked to clear some caves of the undead and their necromancer.
You trekked over only to find out the caves aren't quite normal.
In fact they appear to be more like ruins.
Your party is at the entrance.
The first hall is medium-sized, the roof has some cracks here and there and there's dust playing in the breeze that comes in from the entrance.
There's not much here except bocks of stone, some bones scattered about and a winding staircase going both ways.

No.2361

>>2360
Detect evil on the bones.Rolled 20

No.2362

>>2355
I can just cast Worsen Situation to summon some if needed.


I roll to talk with the statues by the door. Perhaps they know smething.Rolled 17

No.2364

>>2360
I roll to see if I have ever countered songs or stories that speak of this place.Rolled 13

No.2365

>>2361
You sweep the room with your gaze, there's no evil here.
You can detect something a few stories below though…
>>2362
Pls stop

No.2366

>>2360
Roll to check the area for any signs of recent activityRolled 18

No.2368

>>2365
He says after being a fairy in the forest game

No.2370

>>2360
uhh..guess I'll do nothing while waiting for the party to do their thing.

No.2373

>>2366
There are tracks going down, but not up.
The stairs go only one story up.
>>2364
You flip through your book of lullabies and mating songs but find nothing but scant references to some old ponies of the past.
>>2368
Well I didn't do anything!

No.2375

>>2373
Let's check out the tracks yo

No.2376

>>2373
I head up the staircase.

No.2377

>>2373
Check out dat track

No.2378

Ultra casual question incoming - How does the d20 system work? What are the borders of fail/succes?

No.2381

>>2378
unless specified 10 is success, 1 is crit fail and 20 is crit success
>>2376
there's only a narrow corridor here, which is shut off at the end by a rockslide.
You notice there are slits for archers facing outwards, this must have been a guard post in the old times.
Roll for loot.
>>2375
>>2377
You go down the stairs. there's door to the right and a sign on it, though it's not written in any language that you know. The cleric might be able to read it though (skill check)

No.2382

>>2378
1 is crit fail, 20 is crit success. 2-10 is fail, 11-19 is success

No.2383

>>2381
Ok im going to do it.Rolled 5

No.2384

>>2383
Pr…p..b…Broccoli?
Why would they have a room for broccoli?
You're pretty sure it doesn't read broccoli.
Do you want to investigate the room?

No.2385

>>2381
Loot roll.Rolled 14

No.2386

>>2381
Oi Cleric, get here and read that.

No.2387

>>2385
You find a bow and some arrows.
You then hurry to meet up with the rest of the group.

No.2389

>>2384
Sure.Rolled 8

No.2390

>>2386
I already fail.

No.2391

>>2389
You open the door.
It's a prison room, there are three cells in here, but you don't care about that.
There's a zombie pony by a table here.
He spots you and charges.
Roll for iniative.
Because the zombies are rather slow and unagile, you only have to roll 9 or more.

No.2392

On a side note, you guys can join here and upload musics that may be fitting to the D&D session http://www.mumuplayer.com/nasseponed-d

No.2394

>>2391
Rolling!

No.2395

>>2391
Rolling.Rolled 10

No.2396

>>2391
Smite the zombie pone.Rolled 9

No.2397

>>2391
RollingRolled 10

No.2398

>>2394
Oh for god's sakeRolled 2

No.2399

>>2396
>>2397
The zombie is smited, crushed bashed, stabbed and otherwise mutilated to the point of non-existence.
>>2398
>>2395
Makkusu stumbles and gets hit by Card Trick's attack since he was running down the stairs.

You can hear a whimper from one of the cells.
There's a sword and a light crossbow on the table with a key.

No.2400

>>2399
I'll take the sword. Roll to identify it.Rolled 8

No.2403

>>2399
I heal Makkusu.Rolled 13

No.2404

Auria, light up your horn so we can see what's in the cell.

No.2405

>>2399
I'll keep the crossbow as a spare weapon just for in case my bow is breaks. Roll to identify.Rolled 15

No.2406

>>2403
>>2405
Both weapons a large I carved to it.
Someone shouts at you "Hey,those are mine!"
You turn your heads to see a grey mare wearing black robes chained to the wall by her throat.

Radiant this is your cue
>>2403
Makkusu doesn't even notice the cut he got anymore.

No.2407

>>2406
Cast detect evil on the mare.Rolled 4

No.2409

>>2407
You couldn't detect evil if Grogar himself slapped you on the face.
But that's okay, the mare seems to be radiating light.

No.2411

>>2406
Put down my weapons and release me at once!
I'm here to purge evil from this vile place in the name of the Inqusition, but I can't if I'm chained to a wall!
I believe there must be a key here somewhere!

No.2412

>>2406
I take the key and unlock her cell.

No.2414

>>2411
"Who are you and to whom do you serve?"

No.2416

>>2411
"Why are you trapped in here?"

No.2417

>>2412
>>2412
You unlock her cell, though the clasp on her throat still remains.
>>2414
>>2416
only she can answer those questions
hint, hint

No.2418

>>2414
>>2416

She stands as high and threatening as the chains allow her and speaks as majestic as she can
"I am Pale Dusk, the Inquisitor and Destroyer of Evil! I came here to cleanse this place but I was striked down from the shadows and found myself in this blasted cell!"

No.2420

>>2417
Cast heal on the mare.Rolled 16

No.2423

>>2418
So do you want out now, or after we've killed all the scarey monsters?

No.2425

>>2423
"I see that your tounge is sharp, but my sharp blade and bolts may be needed against whatever foes dwell deeper! I belive you are here for the same reason as me!"

No.2427

>>2425
That's all I needed to hear.

I unlock the clasp around her throat.

No.2428

>>2425
"I just hope you don't try anything funny."

No.2429

>>2427
I rub the area around my neck where the clasp was, then reach into my robe and get out my monocle shaped charm, and check the party for traces of evil.
What do I see?

No.2430

>>2420
What few bruises she had disappear.
>>2427
The clasp is released, she picks up her belongings and you proceed downwards through the staircase when it abruptly ends right next to a door.
there is an even larger hallway here, with pillars lining the walls.
The pillars are decorated with faces of ponies past, most wearing helmets with horns, and carvings of great battles fighting a range of foes.
You see there are three ways to go: there's a door to the right, to the left, and at the end of the hallway.

No.2431

>>2430
Let's go left.

No.2433

>>2430
Let's try left

No.2434

>>2430
"I say we check the path that goes left."

No.2435

>>2430
I follow Card to the left.

No.2436

>>2430
Left it is.

No.2437

>>2429
The party is suprisingly pure, consisting only of good characters.
Only Xiek is neutral.
>>2431
As you step into the hallway you can feel your hoof pressing a little too much and you hear a clack.
An arrow shoots from one of the pillars! Roll to dodge.
>>2433
>>2434
>>2435
The rest of the party is behind Card, so you don't have to roll.

No.2440

>>2437
RollingRolled 3

No.2441

>>2440
The arrow hits you squarely in the chest, but shatters on impact.
It must have been a while since these traps have been checked, but you shouldn't get too sure of yourselves.
There might also be other hidden things in this dungeon
The tracker can check for traps and hidden doors and such if I remember right

You're at the door now.
It has another sign which the Cleric can try to translate.

No.2442

>>2441
"Everyone Halt! You! Tracker! Do you think you can navigate us safely without triggering any traps?"

No.2443

>>2441
First im going to heal Card.Rolled 20

No.2444

>>2441
"I'll take point in front of the party, roll to check for more traps in the area, worry not guys"Rolled 10

No.2445

>>2443
Now I try to read the signs.Rolled 17

No.2447

>>2441
I guess I'll just be extra careful then.

No.2448

>>2444
There's something about that door to the right…
>>2443
Card does not need healing.
>>2445
The sign reads "storage"

No.2450

>>2448
We should check the storage.Rolled 2

No.2451

>>2448
The door to the right is not the same as the door with the sign right?Rolled 16

No.2452

>>2448
Is there a loose stone on the ground I can pick up? Something that is somewhat heavy?

No.2453

>>2450
You open the door and find twelve barrels of rotten tomatoes.
>>2451
There's a very similar door to the right.
It too, has a sign on it.
>>2452
One floor tile is loose.

No.2454

>>2453
"There is nothing worthwhile here. We should stop stalling and move on already!"

No.2455

>>2453
Throw the loose tile at the door, hoping it will trigger what ever trap it has in store for us. Roll for trigger successRolled 2

No.2456

>>2453
Does the tile look to be nearly as heavy as a pony?

No.2457

>>2453
Oke lets open that door.Rolled 10

No.2458

>>2453
I'll stand guard for any incoming enemies.

No.2459

>>2456
Nope.
>>2455
You try to throw the rock at the door, but it falls short.
>>2457
You dodge another arrow.
It seems this room is an armoury.
You find a sword and a nordic helmet, give these to whoever wants them.
Only one door remains.

You enter a hall that's even greater than the one in the city.
It has an arching roof and even some sunlight coming in from up above.
You can see tattered remains of an carpet on the ground, again showing deeds of the past: mostly earth ponies fighting pegasi
When you walk in a bit you can see the source of the light: narrow windows on an balcony that overshadows the entrance. You presume it was another guard post, though you're not sure how you're supposed to get up there.
There are torch holders all around the hall, and some even have torches you could light up in them.
However the most dominating feature is a great statue of an earth pony wearing a helmet with a mask stuck in an eternal grimace, and a cape and ornate armour.
It is flanked on both sides by alcoves for guards and then stairways leading up to an elevated position.
There is a large stone tablet by the statue that has something written on it in the old language

No.2460

>>2459
"Cleric, can you translate what's on the tablet?"

No.2461

>>2459
I could use the sword! Roll to identify it.Rolled 7

No.2462

>>2459
I guess the knight want this helm right?

>>2460
Let me try.Rolled 12

No.2463

I'M LATE! SHIT CAN I CATCH UP OR WAS I VEGGED OUT SORRY I FELL ASLEEP

No.2464

>>2459
Fly up to the guard post to see if there are any loot to be foundRolled 1

No.2465

>>2463
I'm pretty sure we left you out front.

No.2466

>>2461
It has some inscriptions on it, nothing magical.
It reads "Julgubbe"
>>2462
"Sven Dragonbane
First lord of Whitepeak Hold"
and underneath it
"Welcome, wipe your hooves"
>>2463
As the cleric reads this out loud Noe rushed down the stairs.
You had left him guarding the camp you set up at the entrance.
>>2464
There's but dust and broken bones lying about.
You also get a splinter in your wing.

No.2467

>>2466
I spin around and aim my crossbow at him
"HALT! State your business!"

No.2468

>>2466
Rolling Bardic Knowledge to see if I know anything about Julgubbe, Sven Dragon Bane, and Whitepeak Hold.Rolled 10

No.2469

>>2466
You hear the distinct sound of hooves clip-clopping on stone and see a farmer emerge from behind the statue.

The farmer turns on you and you notice his coat is patchy and his eyes have rolled in his skull.
He bares his teeth and lets out a horrifying howl, which is immediately answered from behind him.
He jumps down to the stairs and starts running towards you, only to stumble on the stairs and to land on the floor, snapping his neck with a sickening crunch.
Still he manages to rise up though.
You get first turn.

No.2470

>>2469
Smash his head with my mace.Rolled 8

No.2471

>>2467
"I-di-dy-duh I'm with the group! Trust me!"

No.2472

>>2469
Arrow in between his eyesRolled 18

No.2473

>>2469
Smite the zombie pone.Rolled 1

No.2474

>>2469
Turn my attention from Noe and shoot a bolt at the zombie.
"Vile Creatures!"Rolled 15

No.2475

>>2466
"Julgubbe…okay, guess I'll keep the sword for now unless any of you needs it."

>>2467
"Woah, slow down there. He's with us."

>>2469
Alright, let's get this on.Rolled 18

No.2476

>>2473
What have you done to piss of your god?

No.2477

>>2476
I dont know…Rolled 13

No.2478

>>2473
You only manage to cast smite on yourself.
You're lying on the floor now.
>>2472
You end the creature's torment.
>>2470
Swing and miss.
>>2468
Who hasn't heard of Sven the slayer of dragons and his migthy mountain stronghold?
You.
Wow.
You're pretty sure he cleared this part of the mountains of dragons though.
>>2474
>>2475
You make sure the zombie is not in any condition to ever be revived again.

you can still hear howling, maybe ten of the vile beasts lurking in the hallways.
The poor farmer has nothing on him worth taking.

You decide to hurry up the stairs to a room that seems rather empty. there's a way to a huge set of corridors and stairs.
You need to roll three times to get through this maze.
each roll brings about a random encounter depending on your roll.

No.2479

>>2478
Let's see if I can roll three at once.

No.2480

>>2479
Nope.Rolled 5

No.2481

>>2478
Rolling.Rolled 9

No.2482

>>2478
low roll inc.Rolled 9

No.2483

>>2478
Alright. First roll!Rolled 11

No.2484

>>2478
RollingRolled 18

No.2485

>>2480
You're confronted with six zombies wielding farming equipment.
Iniative roll 9.
>>2481
>>2482
These two rolls happen after this encounter.

No.2486

>>2478
Readying myself for whatever happensRolled 11

No.2487

>>2485
Rolling.Rolled 5

No.2488

>>2485
That's a lot of zomponies

Arrow in the head, one after the other!Rolled 5

No.2489

>>2485
I charge my sword with Blast and strike at one of them.
"BE PURGED!"Rolled 3

No.2491

>>2485
swing at the neck of the nearest that wasn't already engaged

No.2492

>>2485
Strike them!Rolled 9

No.2494

>>2485
Smite the evil.Rolled 18

No.2495

>>2491
come on email!Rolled 9

No.2497

>>2487
A zompone swings it's pitchfork at you, ripping quite a nice hole in your vest.
You are fine though.
>>2488
You fumble and drop the arrow, allowing a zombie to headbutt you.
>>2489
That's a nice crack you made in the floor.
A rock drops from the ceiling on your hoof.
>>2494
You smite one down, as they can't resist your holy might.
>>2495
>>2492
You both cut one.
They drop their farming equipment and they're bleeding, but they're undead, what do they care?

No.2498

>>2497
Attack again!Rolled 17

No.2499

>>2497
"I SAID BE PURGED, FILTH!"Rolled 18

No.2500

>>2497
Assist the others in taking down the other zombies. Rolling!Rolled 15

No.2501

>>2497
Hurrghh
Fire another arrow at the zompone at headbutted me, I want brain kebabs!Rolled 17

No.2502

>>2497
swing again!Rolled 4

No.2503

>>2497
Smite the evil zombie pone!

No.2504

>>2503
WoopsRolled 5

No.2505

>>2498
You have the masterwork mace, allowing you to reroll one dice per combat, by the way
You also have the +1 to next inspire action because you tuned your banjo

You smash away at a zombie, leaving it's skull in a bloody pulp.
miraculously it's still standing.
>>2499
You smash away again, cutting a zombies head right off.
They're no match for your holy fury.
>>2500
You annihilate the pony that card trick weakened.
>>2501
The arrow hits a zompony square in the eye socket, causing it to flinch.
>>2502
You swing and miss, letting the zombie infront of you take a swing at you with it's scythe.
Thanks to your armour you only get a small scratch.
>>2504
The gods don't smile upon this one.
As you try to cast one a zombie bounces at you, trapping you under it.

There are three zombie pones left, and two of them are weakened.
The most unhurt just pinned your cleric under it.

No.2506

>>2505
Assist the cleric! ROLLING!Rolled 17

No.2507

>>2505
Smash the zombie on the cleric.Rolled 13

No.2508

>>2505
Stab the zombie with my holy charged horn.Rolled 14

No.2509

Get in here and listen to appropriate music with us.

No.2510

No.2511

>>2505
Send a bolt into the head of the zombie with already an arrow in it's head.Rolled 6

No.2512

>>2505
Take care of Auria! I'll finish these guys, roll for more brain kebabs.Rolled 13

No.2513

>>2505
Slam my shield into its body while running the tip of my sword through its head

oh please oh please work i'm gonna be completely open otherwiseRolled 2

No.2514

>>2513
You gonna have a bad time

No.2515

>>2506
The zombie goes flying before it has a chance to properly introduce himself.
>>2507
>>2508
You finish the thing by painting the walls red with it's brains.
>>2511
These new weapons are fickle things.
Maybe you should have practiced more before heading out?
The bolt simply doesn't fire as the string was incorrectly placed.
>>2512
You fire another arrow at the pony, and even though you hit, he doesn't even flinch.
>>2513
You drop the shield and trip over.
The zombie only manages to cut out your tail, however.

There are two zombie pones left, both of them in a weakened state.

No.2516

>>2515
roll over and fire my blade launcher into the zompone's skullRolled 6

No.2517

>>2515
LET'S DO THIS.Rolled 17

No.2518

>>2515
Finish one of the zombies with smite.Rolled 14

No.2519

>>2515
"WHICH ONE OF YOU MESSED WITH MY CROSSBOW WHILE I WAS IN THAT DAMNED CELL?"
Fix it and fire.Rolled 5

No.2520

>>2515
Take out the one attacking NOE, he needs help!Rolled 15

No.2521

>>2515
I smash the left one with my mace.Rolled 2

No.2522

>>2521
Rerolling.Rolled 20

No.2523

>>2486
>>2495
>>2502
>>2513
>>2516
I need some new dice

No.2524

>>2516
The blade flies to the roof.
>>2517
You swing your great sword,inflicting a great wound on one of the zombies.
>>2520
You shoot at the zombie, causing it to recoil against Card
>>2522
You take the still breathing body of one of the zombies and hack away at it's skull until not even Starswirl the Bearded could put his body together.
>>2518
You smite the remaining pone.
>>2519
You begin to think it's the trigger mechanism.
It must have dust in it.

You continue your treck through the maze.
>rolled 9

You come upon an odd scene.
There are skeletons fighting zombies in a room here, and the zombies are loosing.
The skeletons are in a clear formation, being lead by one with a red cape and some all too familiar chainmail armour.
You can't even begin to understand what is going on in here.
You estimate that if you waited their skirmish out undetected, you'd be left with maybe 7 skeletons to fight from the original squad of 10.
If you rushed in now, there would be 3 zombies and 9 skeletons to kill.
Do you want to roll to stay undetected or wait this one out?

No.2525

>>2524
The zombies have been the only ones to attack us so far, and there are stories of good, or at least not evil, necromancers. Maybe we should help the skeletons?

No.2526

>>2524
Rolling to fix my crossbow.
"Damned tracker, messing with my weapon…"Rolled 15

No.2527

>>2525
"And let these abominations roam Equestria? Not a chance!"

No.2528

>>2526
You dis- and reassemble the crossbow.
There was absolutely nothing wrong with it, must have been your luck.

No.2529

>>2524
Will this count as a new combat for the purposes of rerolling with my mace and what are the mechanics of Inspire Courage and Inspire Fear?

No.2530

>>2524
Wait for my party to decide.Rolled 18

No.2531

>>2527
There's a good chance they are just guardians of a crypt.

No.2532

>>2529
Yes.
You inspire courage and I pull an effect out of my ass, that's suitable for your roll.

No.2533

>>2524
aw great, i'm gonna need more blades

Rolling to stay undetectedRolled 20

No.2535

>>2531
Who walk with the help of dark magic and necromancy!

No.2536

>>2532
The roll could determine if it effects a single target or multiple targets?

No.2537

>>2530
I'll wait out too until you guys can decide something.

No.2538

>>2524
Roll to stay undetected, we need not take part in avoidable confrontationsRolled 17

No.2539

>>2536
It always works on the whole party if it works.
Same with inspire fear.
>>2533
This is the roll for the whole party, with the help of the knight you become one with your surroundings, the skeletons could walk over you and not notice.
>continues shortly

No.2540

>>2535
If you want risk bringing a ton of armed and armored skeletons down on the party, go right ahead and get us all killed.

No.2544

>>2539
You watch as the battle unfolds.
The skeletons systematically slay the zombies with their superior military gear and -discipline.
The helpless zombies only manage to kill two skeletons before being brought down and executed like pigs.
The skeleton in the red cloak then surveys the room, and the casualties.
He releases a screeching noise from his empty skull, which causes three of the skeletons to start dragging away the corpses to another room.
There are only 4 skeletal ponies in the room now, including the captain of the watch.

No.2547

>>2540
"And what do you suggest we do?
Sneak past them in the shadows like cowards?
I say we kill them all."

No.2548

>>2544
Everyone stay here, I'm going to step out and say hello.

Do I have to roll for this?

No.2549

>>2544
Avoid unnecessary confrontations I say, because if we do we-

>>2548
uh oh!

No.2550

>>2544
It might be a great time to test those ranged weapons and that inspiring thing you guys

No.2551

>>2548
You rise up and wave your hoof at the captain.
"Jolly good old lad, bit of a problem you seem to be having with these zombies and-"
His eyes immediately glow red and he screeches something to his soldiers.
You can hear a commotion from the other side of the door where the bodies were dragged too.
Roll for your iniative.
Roll to beat: 11.

No.2553

>>2544
I think we outnumber them. We should be able to take them out!

No.2554

>>2548
"WHAT were you thinking, Idiot?!"

Marksman shot at the main skeleton.Rolled 14

No.2556

>>2551
And since I always forget.
You are fighting 3 normal skeleton soldiers armed with shields and a wide variety of one-hoofed weapons.
There's a commotion on the other side of a door where three similar skeletons just dragged some zombie bodies.
There's also captain of the guard here, who has a helmet, chainmail armour and a red cape.
His weapon is a rune-inscribed axe.

No.2557

>>2551
Oh god!
Attack the skeletons.Rolled 14

No.2558

>>2551
It was worth a shot.Rolled 12

No.2559

>>2551
"This is going to be good."

Rolling for initiative.Rolled 3

No.2560

>>2551
Take out their leader! Aim for the captain's headRolled 11

No.2561

>>2551
oh you have GOT to be kidding me!

Stay my ground with my shield raisedRolled 2

No.2564

>>2557
You swing your staff at one of the skeletons, staggering him.
He remains largely unhurt due to his shield, however.
>>2558
You're quicker than you'd think. No skeleton reaches you and you get +1 to your next action due to getting ready.
>>2559
You trip on your self-confidence and remain too far from the skeletons to attack.
One of them throws a javelin at you though. Roll to dodge.
>>2561
You find yourself at the very forefront of the action with you shield tightly strapped on your back.
A skeleton takes a stab at you with a spear, failing to penetrate your chainmail with it's rusty tip.
>>2560
The arrow snaps and the head falls down his eye socket.
He laughs at your puny attempts.
>>2554
You hit him in the shoulder joint. The bolt lodges itself in the joint, immobilizing the captain's arm.
You don't think arrows are the best way to fight a high level undead opponent.
Normal arrows, at least.

No.2566

>>2564
Ahh..cripes. Rolling to dodge!Rolled 1

No.2567

>>2564
Inspire Courage. Let's see if I can add my +2 to my roll.

No.2568

>>2564
Smite the skeleton.Rolled 19

No.2569

>>2567
This dice system really needs an upgrade.Rolled 5

No.2570

>>2564
Roll to push Makkusu out of harms way!Rolled 20

No.2571

>>2564
I'll charge the next bolt with Holy Blast, and fire again.Rolled 10

No.2573

>>2566
>>2570
Wow, this seems all too familiar.

No.2574

>>2564
kick the skeleton away and draw my swordRolled 15

No.2575

>>2566
>>2570
>Crit fail
>Crit success
The Javelin hits Xiek on the shoulder, but does not go deep.
You should be okay.
>>2569
>5+2=7
You attempt to play the song of heroes to inspire your group, but you seem to have forgotten the notes.
You resort to playing the benny hill theme instead, and it does not work.
>>2568
No undead can stand a holy blast.
The staggered skeleton is reduced to ash.
>>2571
You hit the captain who's just managed to remove the bolt from his shoulder.
He staggers a bit and charges you.
You may try to brace for it or try to dodge.
>>2574
You kick the skeleton in the chest, and for a split second it looks like he might fall apart from the blunt force.
You now have your sword in your hoof.

You are fighting 2 normal skeletons and the skeletal captain of the guard.
There's a commotion behind some doors.
You presume that if you don't end this quick the skeletons will get reinforcements.

No.2577

>>2575
Attacking the captain with my mace.Rolled 17

No.2578

>>2575
I charge my sword with Holy powers,take a defensive stance and aim it at him so he will charge right into it.Rolled 20

No.2579

>>2575
This is for that tracker! STRIKE HARD at the captain!Rolled 14

No.2581

>>2575
Smite one of the lesser skeletons.Rolled 5

No.2582

>>2575
Time to turn the tables of this fight, draw my bow string for a single arrow to shatter that captain's skullRolled 13

No.2583

>>2575
swing broadly and end the staggered skeleton

No.2584

>>2583
lets try that againRolled 19

No.2585

>>2579
>>2577
You both take your swings at the captain charging through the room, you can see a rib flying across the room, you can't stop the rampaging undead officer.
>>2582
The arrow juts out of the captain's head, but his movement doesn't falter.
>>2578
Just as the captain is about to take a mighty swing with his rune-emblazoned axe crackling with arcane energies, you drive your holy sword through his open mouth.
If you can tell expressions from bone, the captain's face turns into one of horror and amazement as the light from his eyes dies out and his skeletal form slumps on the ground, unmoving.
>>2584
Meanwhile, you destroy the staggered skeleton's shield, sending one of it's arms flying across the room.
It's lying on the ground now, but you're not sure if it's dead or not.

The one skeleton can't move it's gaze from his dead captain until it just falls apart on the spot.
The banging on the door also stops.

No.2586

>>2585
You may now loot the room or continue on.

No.2587

>>2585
Auria, see if that axe is evil.

No.2588

>>2585
Time for some lovely goodies, roll for any additional goodies these dry bones haveRolled 19

No.2589

>>2585
Ok im going to detect evil in the axe >>2587Rolled 14

No.2590

>>2585
I wipe my sword clean, and check the room from where we heard the commotion.

No.2592

>>2590
Also, roll to see if there is any loot in there for me.Rolled 12

No.2593

>>2586
Rolling for delicious loot.Rolled 20

No.2594

>>2585
search for broken blades and a war hammer 'just in case'Rolled 18

No.2595

>>2585
Let's see if there is a shield I can use with my mace.Rolled 1

No.2596

>>2595
I blame the spam detection for this.

No.2597

>>2589
The axe is no more evil than any other arcane item.
It's certainly not possessed.
>>2588
>>2593
>>2594
>>2595
the skeletons had some 5 coins on them.
None of the skeletons was armed with a warhammer, unfortunately
As you shake the captains skull, two yellow gems drop out, you presume they might worth quite some gold at the town.
There's the rune axe which powers you're not quite sure of.
The captain's chainmail seems to be largely intact, if a bit rusty at the edges.
The skeletons' shields were rotten and rusted through and through.

No.2598

>>2597
I think we should keep the cleric away from the axe. She might cut her leg off.

No.2599

>>2597
Nothing much for me here, you fellas may help yourselves to the loot

No.2600

>>2597
Could use a new chain mail armour. I'll take it unless NOE wants it?.

No.2601

>>2598
I dont want it is too heavy for me.
Who want this axe?Rolled 12

No.2602

>>2599
Trackers may use chainmail without any penalties, it's sill relatively light, it's just that full plate armour is hard to come by.

No.2603

>>2600
nah man, I still have my shield

No.2604

>>2602
>>2600
That said, may I has chain mail? Would be a good upgrade from my current leather armor

No.2605

>>2597
If no one wants those gems and coins then I'll take 'em.

No.2606

>>2601
as long as you run a detect evil check before, i'll sling it as backup

No.2607

What about me checking the side room?

No.2608

>>2604
Yeah, go ahead. Owed you one anyway.

No.2609

>>2601
I guess im going to keep the axe.Rolled 7

No.2610

>>2605
The bard has the gems and coins.
The gems feel surprisingly warm.
>>2606
NOE Has the Rune axe of unknown powers
>>2604
Xiek gets the chainmail
>>2607
It's no side room.
This is the way you should be going to.
There are three skeletons here who have fallen apart, and the bodies of the zombies.
The stench of death is heavy.
Onwards to encounter number 3?

No.2611

>>2610
Hold on.

>>2609
I'll give you a gem if you check them for evil.

No.2612

>>2610
Onwards it is.

No.2613

>>2611
Ok let me try.Rolled 2

No.2614

>>2610
Onwards! I'll have my arrow ready for any sudden ambush

No.2615

>>2611
"I'll check them with my charm"

Roll to check them for evilRolled 7

No.2616

>>2610
scan for anything unusualRolled 4

No.2617

>>2613
>>2615
They don't seem evil, but as you look through them, you can see a vision.
There's light in the ancient hallways, there are mares, foals and mineworkers walking about.
They are chattering with each other about something in their own language.
You presume these are visions of the captain of the guard back from when the hold was still a center of business.

Encounter 3 coming up.

No.2618

>>2617
"We go"

No.2619

>>2617
On the way there I give Auria a gem.

No.2620

>>2617
Prep my great sword for battle.

No.2621

you come to a large round room with bodies of zombies and skeletons laying about.
To your surprise there's light and snow coming in to the room from up above. The large domed roof has a crack on it, large enough to let multiple ponies in.
There's a large door here with a large lock on it.

No.2622

>>2614
>>2620
As you two are ready for trouble, you get +1 to your next iniative rolls.

No.2623

>>2619
"Thank you for the gift!"

>>2621
Cast detect evilRolled 14

No.2624

>>2621
Inspect the lock.

No.2625

>>2621
start beheading the bodies and crushing the skeleton skulls while they're immobileRolled 16

No.2626

>>2623
There's a dark aura upon four skeletons.
As you inspect them closer you recognize one of them is carrying a key.
>>2624
The lock is ancient, you think even an inexperienced rogue could pick it open.
>>2625
As you get on your work, four skeletons rise from the ground.
Roll for iniative.

No.2627

>>2626
"Twisted creatures!"
Blast the nearest with my sword.

No.2628

>>2626
RollanRolled 9

No.2629

>>2626
I take the key and Smite one of the skeletons.Rolled 18

No.2630

>>2627
>forgot to rollRolled 18

No.2631

>>2626
Shatter their skulls with a well placed arrowRolled 3

No.2632

>>2626
Rolling!Rolled 16

No.2633

>>2626
bash one of the skeletons with my shield, repeatedlyRolled 12

No.2634

>>2630
You strike a skeleton's head clean off, but it still keep coming at you.
You remember you didn't channel your holy power through your weapons yet.
>>2629
You have the key, and you smite the beheaded skeleton to oblivion.
>>2628
You aren't quite fast enough, and a skeleton parries your blow.
>>2631
A skeleton jumps at you and strikes you with it's rusty sword.
You're thankful that you got a new armour, as it absorbs most of the damage.
>>2632
>>2633
Your combined efforts send pieces of bone flying around.

There are 2 skeletons left.

No.2635

>>2634
Mace attack.Rolled 20

No.2636

>>2634
I actually Blast it this time.Rolled 13

No.2637

>>2634
Back up and assist Xiek.Rolled 18

No.2639

>>2634
start bashing another skeleton with my shieldRolled 16

No.2640

>>2635
You bash the skeleton's skull into it's ribcage.
It would take a damn powerful necromancer to bring that poor sod back to the books of the living.
>>2636
>>2637
>>2639
You easily overpower the remaining skeleton and after quickly checking for loot (10 coins) you open the door.
There's a way up, and way down.

No.2641

>>2634
I regained my posture and fire another arrow at the skeleton in front of meRolled 5

No.2642

>>2634
buff my party.Rolled 11

No.2643

>>2640
So..10 coins for all of us or for each of us?

I like going down, it's fun.

No.2644

>>2643
keep it, we'll find more soon
>I like going down, it's fun
oh my~

No.2645

>>2640
Go down, evil lairs are always underground

No.2646

File: 1337549728705.jpg (12.87 KB, 255x252, 1330827329236.jpg)

No.2647

>>2640
"Evil always dwells in the deep"

No.2648

>>2640
Let's check upstairs first. It could be useful to have an escape route ready.

>>2644
Roll for anal circumferenceRolled 12

No.2649

>>2648
>>2647
>>2645
>>2644
>>2643
1 for up, 4 for down

No.2650

>>2649
Let's go down then.

No.2652

>>2650
In front of you is an underground waterway, which disappears into darkness both ways. You can hear the water rushing downwards to the left.
There's a walkway next to the river.

No.2653

>>2649
Lets go down.

No.2654

>>2652
I vote left. The cleric should light up her horn and lead the way.

No.2655

>>2652
Let's go left.
"Anyone has some torches?"

No.2656

>>2655
>Torches
>Checks inventory
"Well shit, I thought I've forgotten something."
Left it is!
Hold me

No.2657

>>2655
I can light my horn with a golden aura.

No.2658

>>2652
Let's go left

No.2659

>>2655
…we didn't bring torches

No.2660

>>2653
>>2654
>>2655
>>2657
>>2658
>>2656
after a bit of a walk, you notice a light in the distance: the water is rushing down the mountainside to a pond below.
There are two statues on both sides of the waterfall, looking into the sunset.
There's enough space here to set up a camp for the night, and you think it's an easy enough spot to defend.
(party may spend the night here)
And to tell you the truth I should get to bed soonish since I have a drivin Lesson I forgot about tomorrow morning

No.2661

>>2659
>>2657
>>2656
"Not a single one of you brought torches? To an underground lair?"

No.2662

>>2660
Sleeping is for the weak

No.2664

>>2660
We can stop now if you want to.

No.2665

>>2660
I'm good to stop here. I'll even take first watch so we don't get ambushed again.

No.2666

>>2660
lets stop here. you need sleep. i need to run and get supplies for my IRL quest life

thanks again Nasse!

No.2667

>>2660
Let's spend the night here, me and Card will take shifts guarding

Let's stop here for now too

No.2668

>>2660
"I'm not comfortable with stopping in such a wicked place, but be as it may."

No.2669

>>2660
Fair enough, let's camp here for the moment.

It's late here too so let's continue for next time. Thanks for the quest bro!

No.2670

Next quest time when?
Tomorrow maybe?

No.2671

>>2670
hmm…yes I'm ready for tomorrow if you people are.
Sorry for quitting this time so soon.

No.2743

Okay, if you people want to play, make yourselves heard.

No.2745

>>2743
All evil must die.

No.2746

>>2743
Im here.

No.2747

>>2743
Knight reporting in.

No.2748

>>2743
Tracker reporting in

No.2749

>>2743
Ready if you are.

No.2751

>>2743
I'M HERE

No.2752

>>2745
>>2746
>>2747
>>2748
>>2749
>>2751

That's six.
We can get started.
I'm using a mini laptop so I might write some typos because the keys are kinda weird.
Also I might have to change computers at some point, which means I'll have to dl the extension again etc., that might take a while though I'll try to write a message to let you know.
I'll write the first prompt now, you can mingle or do whatever adventurers do when they're camped inside ancient ruins fulla undead.

No.2753

So what does it feel like to not be a knight.

No.2754

>>2752
I tune my banjo again.

No.2755

>>2753
"What does it feel to be an idiot?"

No.2756

>>2753
Like a bag of something sir.

No.2757

>>2753
It's a good feel

No.2758

>>2752
I check my crossbow to be in working order and clean my sword.

No.2759

>>2753
It feels sunny.

No.2760

>>2755
"Oi, you. I may be an Earth Pony knight but I'm no idiot!"

No.2761

>>2760
"You sure ask questions like one. What kind of question is that? How did you even manage to conjure it up from your simple mind? And what's the point of it?"

No.2762

>>2760
>>2761
"If you two wish to duel, be my guest, for it is the most honorable way to solve conflicts"

No.2763

File: 1337629393445.jpg (29.66 KB, 154x156, 1337411022727.jpg)

>>2761
"We-well..the point is..SHUT UP."

No.2765

>>2762
"I don't wish to battle against good, I only live to destroy evil."

>>2763
"Or what? You'll bombard me with more pointlessly stupid questions?"

No.2766

After an uneventful night you pack your camp up and decide to head back into the dark abyss of the ruins.

You pass the room where you noticed the river first, and head onwards.
Most of the way you can see the bottom of the river as the water is crystal clear despite the taint of death that seems to hang about these tunnels, but suddenly the water takes a turn for the deeper.
The bottom of the duct quickly fades away into the dark waters, and the narrow gap widens into a room.
There are torchholders on the walls, and much to your surprise someone has put up burning torches on them.
Looking into the water you could have sworn you saw something moving down there.
Something large.

No.2767

>>2766
I take a burning torch with me.

No.2768

>>2766
Detect evil.

No.2769

>>2766
Take one of the torches and investigate the moving object.

No.2770

>>2766
Ready an arrow, this does not bode well

No.2771

>>2765
Now you've gone and made him cry, that wasn't very nice.

>>2766
I stay away from the water and grab a torch.

No.2772

>>2768
IS the dice broke?

No.2773

>>2771
"I never said I was nice"

No.2774

>>2772
test

No.2775

>>2772
It got an update earlier, and it worked
test

No.2776

>>2769
You take an torch with you to the edge but can spot but the faintest movement.
A spot roll is required.
>>2772
I think you need to write dice+d20 now.

No.2777

>>2776
Test

No.2778

>>2776
roll for spot

No.2779

No.2780

No.2781

>>2776Rolled 10 = 10

No.2782

>>2776
I'll roll for spot.

No.2783

>>2766
get close to the wall furthest from the water

No.2784

>>2778
oh ok i get itRolled 15 = 15

No.2785

>>2782
Uhh..rerolling!Rolled 11, 7 = 18

No.2786

>>2779
ok last timeRolled 9 = 9

No.2787

>>2785
Okay, that's a wrong roll. 3rd time's the charm.Rolled 14 = 14

No.2788

>>2783
>>2783
proper roll?

No.2789

>>2776
>>2784
>>2781
You spot a squid.
It seems neutral.

It spots Makkusu waving his torch around and surfaces with incredible speed.
It does not attack you though, it seems more intrigued by your presence.
It reaches out with a tentacle and boops Makkusu's nose.

No.2790

>>2789
"Oh gosh."

No.2791

>>2789
Detect evil on this octo pone.Rolled 6 = 6

No.2792

>>2789
I ready my crossbow and check it with my charm.Rolled 8 = 8

No.2793

>>2791
It's still as neutral as it was when submerged.

No.2794

>>2793
scan our location againRolled 1 = 1

No.2795

>>2793
Can I hug this creature?

No.2796

>>2793
Let's leave it alone, doesn't seem to be hostile

No.2797

>>2790
I think it likes you.

No.2798

>>2793
Can I identify this pet, maybe it's an amphibian and I can bring it along to fight with us.

No.2799

>>2794
You're by a medium sized underground pond.
It narrows into a duct that lets the water flow down the mountainside to the left.
To the right there seems to be a large archway, large enough for a ship to pass through.
>>2795
As you try to touch the tentacle booping Makkusu it retracts.
You can hear a weird underwater noise.
>>2792
You get a +1 to you iniative roll if you decide to attack the squid.
>>2798
It's large, but simple, compared to say, a hydra.
You may try [animal connection] on it.
Or was that a shaman skill?

No.2800

>>2798
But he is so cute! What if someone hurt him?

No.2801

>>2799
Welp, I'm a Knight but I'm still an Earth Pone if that counts. Is it possible?

No.2802

>>2799
I wait to see what the rest of the party does with the squid.

No.2803

>>2799
Use my knowledge on nature and see if we can tame this creature

Our donkey shaman got too cranky and abandoned usRolled 13 = 13

No.2804

>>2799
I put away my weapon.
I see no evil in this creature, thus, it can live.

No.2805

>>2799
"We should keep going guys, that rumbling sound ain't gonna kill itself"

No.2806

>>2805
"The knight is right, we shouldn't waste any more time on this creature."

No.2807

>>2801
>>2803
>13
your connection with the nature might not reach the level of the buffalo, but you manage to make the squid follow you to the next area.

There's is an actual stone pier here with a rotten-looking longboat by it.
The room is huge compared to what you've seen before; the ceiling disappears into darkness, though you can see odd wooden contraptions and ropes hanging from there.
There are torches fit in holders here, providing a bit of light into what must have been a dry dock in the olden times.
Your squid-friend doesn't wander far away from the light of your torches or the stone beneath your feet: you are not sure if you want to know what lies in the darkness of the water beyond your torchlight. There's a small door with a sign here, and a large ornate door right before the pier.

No.2809

>>2807
Check the small door.
Also brb 5 minutes.

No.2810

>>2807
"Cleric, can you translate what's on the sign?"

No.2811

>>2807
Scan the area for enemies, traps and the sortRolled 15 = 15

No.2812

>>2807
Ready my sword and stand guard for any incoming hostiles.

No.2813

>>2807
Okay, I check the sign and see if it's in a language I know.

No.2814

>>2809
By now you've translated enough signs to be easily able to translate this old text.
It reads Guard Garrison.
>>2811
There's something odd about that wall inside a wooden frame of an old shack.
While you checking the huge door you notice it's somehow barred shut. Maybe you could find a lever or something to open it?
You're sure this room doesn't have any though.

No.2815

>>2807
I boop the quid's tentacle.

No.2816

>>2814
"Guard Garrison? Sounds interesting." I carefully check if the door is open.

No.2817

>>2814
I shall check out the wall, with my guard up for any sudden trap or ambush

No.2818

>>2815
"Back off! She's mine!"

No.2819

>>2818
"You forgot, I tamed her… or him"

No.2820

>>2818
>>2819
"You don't even know if it's a him or her!"

No.2821

>>2815
You have +1 to your next inspire-action due to tuning your banjo, by the way.
The squid lets out an amused sound.
>>2816
You think the door would be pretty easy to buck down, but you won't have to, it's open.
>>2817
A piece of the wall crumbles to reveal some poor boatsmith's life's savings and remains of a fishing rod.
Some of the coins have rust, mold and rot on them, but you think there's 50 gold coin's worth of money here.
>>2818
>>2819
>>2820
The squid splashes you with cold water.

No.2822

>>2821
I investigate the room, carefully.

No.2823

>>2821
Investigate the room with Pale.

No.2824

>>2821
I humbly accept these loot as the dead pone won't be needing it anymore, I regroup with the rest of the party

No.2825

>>2821
I go with Dusk and Makkusu.

No.2826

>>2822
Let's see what's behind door number one.

No.2827

>>2821
Get ready and stand watch as they're off exploring
"Hey Knight can you check to see if there's useable weaponry in there?"

No.2828

>>2827
"But you already have that axe, pone. Give me a chance here."

No.2829

>>2825
>>2823
>>2822
>>2826
You open the door to the Guard Garrison.
There are bunks here for quite a few soldiers and an all too familiar spiraling staircase in a corner.
Notably there are 10 skeleton soldiers here.
One of them is wearing an ornate blue cloak and a piece of plate armour.
His weapon of choice seems to be a long-reaching halberd.
He still has his ages old skin on his bones, you can see that this earth pony once had an horrifying battle scar across his face.
He's flanked by two skeletal guards wearing helmets and chainmail, if the red cloaked skeleton was a captain, this one has to be a general.
The other 7 skeletons seem like nothing special.
You can hear a loud thump on one of the walls.
Roll for iniative.
Score to beat: 11.

No.2830

>>2829
Get back outside so the squid can have a go at them.Rolled 16 = 16

No.2831

>>2829
Marksman shot on the skeleton generalRolled 2 = 2

No.2832

>>2829
Smite of of the lesser skeletonsRolled 15 = 15

No.2833

>>2829
I take a turn to ready a bolt with BOTH Blast and Marksman shot.
I belive I'll have to roll again to fire it, right?Rolled 8 = 8

No.2834

>>2829
"These skeletons will be the death of me.."

Rolling for initiative.Rolled 7 = 7

No.2835

>>2829
start smashing skulls with my swordRolled 13 = 13

No.2836

>>2830
You back outside just as the squid drives the mast of the longboat through the wall of the guard quarters.
It smashes one skeleton's ribcage in splinters, and has full access to the guard room now.
You are dumbfounded by the animal's ingenuity.
>>2831
You fumble and drop the arrow on your hoof, ow, it stings.
>>2832
A skeleton crumbles as your holy wrath lands upon it.
>>2833
The god don't smile upon you, as the general swings his halberd in a low arch, almost cutting off your leg.
You are not quite sure if your crossbow is charged or not.
>>2834
Such defeatist thinking will be, as one of the general's bodyguard stabs at you with it's sword.
gladly 'tis but a flesh wound.
>>2835
You take a full turn to rush to the garrison room from the other end of the pier and quickly smash away, making a skeleton stagger with your [which weapon are you using]
Alright I think I have to change computers now.

No.2837

>>2836
I get myself stuck in with the boyz.Rolled 19 = 19

No.2838

>>2836
Fire it anyway!
"Begone, chilrden of the Dark!"Rolled 11 = 11

No.2839

>>2836
"Ouch! My hoof! Tch"

Fire moar arrows!Rolled 4 = 4

No.2840

>>2836
Smite the wicked again.Rolled 13 = 13

No.2841

>>2836
I thought I only had the sword
using the sword till it breaks

No.2843

>>2841
>ohyea
Finish the skeleton with another swingRolled 9 = 9

No.2844

>>2836
Keep swinging that great sword.Rolled 6 = 6

No.2845

I've actually got two computers to use now
Yay
>>2841
You have the rune axe of unknown powers.
>>2837
Taking a controlled stab at the staggered skeleton's neck bone, you sever it's head from it's body, which remains standing.
>>2838
You hit a skeleton squarely in the skull, and for a while it shines with divine light, but the general's dark influence seems to be negating your weak wards.
You might want to try charging it again.
>>2839
The arrows fly like spaghetti from your pockets, but they don't hit anything.
>>2843
You hit the headless skeleton, as it does not see your mediocre swing coming.
It falls apart.
>>2844
…Or is the sword swinging you?
In any case, not even the slowest zombie could get in the way of THAT.

No.2846

>>2845
You are fighting 8 skeletons, of which
1 is a general
2 are the general's bodyguard
4 are regulars
A squid is watching the battle intently, but it's not completely sure what you want it to do.

No.2847

>>2845
I smash the nearest regular skeleton with my mace.Rolled 15 = 15

No.2848

>>2845
You ignore my roll nasse >>2840

>>2846
I smite another lesser skeleton.Rolled 11 = 11

No.2849

>>2845
"Hey squid! You see those dry pones, I want you mess them up, big time"

Marksman shot on the general again!Rolled 18 = 18

No.2850

>>2845
Fire one more bolt, then charge towards the general and cut down the first skeleton in my way with my sword.Rolled 4 = 4

No.2851

>>2846
I'll aim for the General's bodyguards! Strike them hard!Rolled 8 = 8

No.2852

>>2845
oh that's cool, thought it wasn't given to me
gonna try something, if you don't agree with it then I can reroll or skip the turn altogether
turn and fling my shield at another close skeleton and then follow up with a charge with my swordRolled 14, 11 = 25

No.2854

>>2850
one action per turn pls
Or you have to combo like >>2852
Be aware that failing a series of actions can cause catastrophic fails.
Anyway
Not with that roll, sister.
>>2849
The squid grabs a screaming skeleton and disappears under the water.
>>2848
You smite two regular skeletons, they turn into glowing yellow dust beyond your holy might.
>>2851
Still a bit wobbly from the sword dance you just performed, you headbutt the skeleton bodyguard, who doesn't even flinch.
>>2852
You succeed, crushing the skeletons shoulder bone.
It only has a shield-arm left anymore.
>>2849
You hit the general with a well-placed arrow for once, ripping what little skin and flesh he has from his shoulder.
He seems to be unable to believe what just happens.

No.2855

>>2854
The extension forgot my name. hm.

No.2856

>>2854
Smite the head of the skeleton general.Rolled 19 = 19

No.2857

>>2854
Ah, sorry.
Blast the General's bodyguard with my sword.

No.2858

>>2854
Fire another arrow at the general! Time to end this!Rolled 12 = 12

No.2859

>>2854
"Okay, I'll have to repair this sword when I get back. No matter!"

Take another swing at the guards!Rolled 6 = 6

No.2860

>>2857
Damn flood detectionRolled 10 = 10

No.2861

>>2854
aim for the skeletons head and swingRolled 11 = 11

No.2862

>>2854
Did you see my last action?


I attack again with my mace.Rolled 13 = 13

No.2863

>>2856
It burns the general's face, and for a while it looks like this maybe it, but then there's a blue shine in his eyes and he regains his posture.
His eyes keep glowing as he resurrects three new skeletons from their bunks.
He then stares right at you and charges.
Roll to dodge or prepare to be clobbered.
>>2858
The general seems to ignore all other damage when rushing.
>>2859
The guards are actually starting to laugh a grim laughter as the earth pony tries to swing a sword three sizes too large for him.
>>2860
This is however cut short as the inquisitor shoots a blast of light from her sword against one, severing it's arm.
You now have the attention of two very big skeleton ponies.
>>2861
The skeleton quickly falls to your mighty blow.
>>2862
You target another skeleton and smash away with the fury of two turns as a skeleton is reduced to bonemeal.
The squid spits out a cracked skull and lets out an inquisitive sound.

there are two guards left.
There is one general left.
there is one normal skeleton left.

No.2864

>>2863
Rolling!Rolled 12 = 12

No.2865

>>2863
I go after a guard with my mace.Rolled 1 = 1

No.2866

>>2865
Rerolling.Rolled 3 = 3

No.2867

>>2863
"GODDAMN IT! THIRD TIME'S THE CHARM!"

Swing the sword at the general direction of the guards.Rolled 15 = 15

No.2868

>>2863
Fire an arrow to the general's knee! Stop him in his tracks!

No reference intendedRolled 12 = 12

No.2869

>>2863
Charge my sword again with Blast and take a defensive stance.
Evade and counter-attack if they charge.Rolled 2 = 2

No.2871

>>2863
Throw my shield at the charging general, then swing at the nearest skeleton with my swordRolled 6, 13 = 19

No.2873

you know you can do a double roll because of your masterwork mace right?

No.2874

>>2873
I did.

No.2875

>>2864
You barely dodge the halberd as it strikes the ground, but the general has a hundred, maybe thousands of years of experience, and is not so easily faltered.
He swings the halberd at you.
Another dodge.
>>2866
You stumble and trip, almost dropping your precious mace, you're only covered from harm by the squid destroying the final skeleton with it's tentacle.
>>2867
You hit the one-armed guard, severing the chainmail.
He does not look happy, but is unable to retaliate.
>>2868
The general falls on one knee, shouting a curse in his ancient language.
He's open for an attack next turn, and as such everyone who tries to attack him gets a +1 to his roll.
>>2869
The healthier skeleton guard charges you, sending you stumbling to the ground.
He's now atop of you wielding an axe.
You have to get him offa ya.
>>2871
Your hooves are not as dexterous as you thought.
You drop your shield and stumble on it.
You should be glad the other skeletons are already occupied.

No.2876

>>2875
SMITE!Rolled 6 = 6

No.2878

>>2875
pick up my shield and throw it on the skeleton on top of the inquisitorRolled 3 = 3

No.2879

>>2875
"GET OFF OF ME, YOU VILE SCUM!"
Impale him on my sword then charge it with Holy Power!Rolled 3 = 3

No.2880

>>2875
Now's our chance! Fire an arrow at the general! But someone help Pale out!Rolled 9 = 9

No.2881

>>2875
"Still standing huh? Have at you!"

Strike the guard.Rolled 15 = 15

No.2883

>>2875
I attack the General with my mace.Rolled 18 = 18

No.2884

>>2876
You fail to dodge the halberd and soon feel that the years have not dulled the weapon at all.
It drives down onto your shoulder with great strength.
You now have a masterwork halberd embedded on your shoulder.
A quick look tells you it's bleeding quite profusely, a healing might be in order.
In other news, the general only has a dagger to attack with anymore.
>>2878
Again you fumble with your shield and even manage to hit your own head with it.
>>2879
It does not work as you drive your sword clean through a rib bone and the holy energy is discharged onto the ceiling.
The skeletal soldier swings it axe down at you, though it only cuts the rim of the hat.
>>2880
You hit the general in the back, but he only seems annoyed by it.
He grasps the handle of his halberd and begins pulling.
It seems to be stuck in a bone.
He's still open for attack.
>>2881
The guard screams in agony as his soul is released to the otherworld.
>>2883
You server the hand holding the halberd.
The general's eyes burn blue again.

There's one skeleton guard alive and on top of Pale Dusk.
The general is hurt.
Auria has a halberd stuck on her shoulder.
She will bleed out unless healed or you end the combat within 3 turns.

No.2885

>>2884
Cast heal on myself.Rolled 18 = 18

No.2886

>>2884
>ruining my hat
Oh no you didn't!

The sword is still in the Skeleton, right?
Yank it upwards so it will severe it's head and arms!Rolled 3 = 3

No.2889

>>2884
Marksman shot at the general! Save the cleric!Rolled 5 + 1 = 6

No.2890

>>2884
Assist Pale Dusk!

Hit the skeleton guard hard!Rolled 16 = 16

No.2891

>>2884
disregard my shield and tackle the skeleton guard on top of the inquisitorRolled 6 = 6

No.2892

>>2884
Attacking the general with my mace again.Rolled 17 = 17

No.2893

>>2885
Bone and tissue are fixed as your patron gods smile upon your broken form.
The scar will make for a nice story.
>>2886
The guard brings it's hoof down on your chest, breaking a rib.
You can taste blood.
The sword remains in your hoof though.
>>2889
You notice you have run out of arrows.
You will have to spend a turn gathering them from all over the room.
>>2890
You push your form against the guard, pushing him off the unlucky inquisitor.
He stumbles and drops his helmet.
>>2891
As the skeletal guard is not there again, you fall on top of the inquisitor. In any other time and place this would be considered quite a lewd position.
>>2892
You interrupt the general reviving more skeletons.
He seems hurt, very hurt.
Most of the flesh has come off his face and his other arm is hanging out of it's socket.
You're only saved by a stab from the dagger by the squid sticking it's tentacle between you and the general.
It screams in pain, you presume the dagger is poisoned.

No.2894

>>2893
>again
Anymore*

No.2895

>>2893
One more attack against the general.Rolled 5 = 5

No.2896

>>2893
I push off Noe while exlaiming how much of an idiot he is and fire a Blast-imbued bolt without even getting up.
Then cough blood.Rolled 8 = 8

No.2897

>>2893
Cast heal on Dusk!Rolled 5 = 5

No.2899

>>2893
Finish the guard off, once and for all.Rolled 5 = 5

No.2900

>>2893
Time to awkwardly run around the room picking up my stuff

No.2901

>>2893
hastily get up and charge the general with my sword ready to swingRolled 17 = 17

No.2904

>>2895
You attempt to swing, but miss, and get a dagger stab on the side.
You can see why the squid was screaming, the dagger is obviously drenched in some pain-inducing poison.
>>2896
The bolt hits a wall harmlessly.
You also cough blood.
Quite a lot of blood.
>>2897
Her chest might be a bit disfigured but who'll see it through those robes she always wears anyways?
She'll live.
>>2900
You're now ready to attack with your bow again.
>>2901
You pick yourself up from the floor and charge the general, striking him down.
For a while, you think he might not be getting up.
But then there's the all-too-familiar blue glow in his eyes and he's back up again.

No.2906

>>2904
They can't do anything by themselves, can they?
Rush to the General, impale his head on the sword, and charge it with Holy power!Rolled 17 = 17

No.2907

A friendly reminder for everyone, just to make sure we all know each other's powers.

Knight
Guard - Jump in the way and take a hit for an ally
Slam - You are a bigass slab of iron and flesh, why not bodyslam someone to death with it?
Last Stand - You cannot die during this encounter, but you will die right after it. Die well, friend.

Cleric
Heal - Aww the poor thing is horribly wounded and bleeding out. Here, let me make it all better.
Smite - Tired of being the team healbot? Why not blast some baddies with divine rage for a change.
Cure - Poison? Frostbite? Gangrene? Scoliosis? Not a problem for a skilled cleric.
Detect Evil - Is that guy on the level, or is he just bullshitting you? Check to be sure.

Bard
Inspire courage - Sing them the song of your people to remind them that this is a fight you should win
Inspire fear - Terrify foes with a personal acapella rendition of some dubstep
Bluff - Someone asks you what business you have here? Give a bullshit excuse and get away with it!

Tracker
Marksman Shot - plant one right between the eyes. Or through the eyes if you're feeling mean.
Locate - check the surroundings for animals, enemies, treasure, cool leaves, etc
Survival - One can only bring so many modern comforts on an adventure. Luckily, you can make all kinds of cool shit out of stuff you find laying around, like rope or bandages from vines and plants.

No.2908

>>2904
Smite that god forsaken skeleton again.Rolled 17 = 17

No.2910

>>2904
I fight through the pain and attack the general.Rolled 7 = 7

No.2911

>>2904
Marksman shot to the general's skull, we need to turn that thing to dust!Rolled 3 = 3

No.2912

>>2908
>>2906
By your powers combined, the general's head explodes in a rain of bone-shrapnel.
Two blue gems fall to the ground after the explosion.
You may now loot and search the room for hidden treasure.

No.2913

>>2907
Inquisitor
My choices:
Blast - Channel your powers to toast foes
Marksman Shot - plant one right between the eyes. Or through the eyes if you're feeling mean

No.2914

>>2912
I inspect one of the gems with the 'Detect evil' charm.

No.2915

>>2912
Then search the room for some loot.Rolled 20 = 20

No.2916

>>2912
I pick both gems and cast detec evil on them.Rolled 5 = 5

No.2917

>>2912
Scan the room for hidden treasures and goodiesRolled 9 = 9

No.2918

>>2904
>>2904
"DIE DIE DIE YOU EVIL ABOMINATION"
impale the general's skull with my sword

No.2919

>>2912
Delicious loot, go!

No.2920

>>2912
search for something usefulRolled 10 = 10

No.2921

>>2919
Forgot to roll.Rolled 19 = 19

No.2922

>>2912
Rolling for loot.

Cleric, heal me and the squid from our poisoningRolled 4 = 4

No.2923

>>2919
>>2917
>>2916
>>2915
There's an air of oddness upon the gems, but you can't say whether it is holy or evil.
As you gaze through them, you can see the fall of the hold under a massive pegasus army.
This must have driven the general mad.
There are two levers here, the other opens the massive door on the pier, the other one opens a fake wall in the staircase, leading back up to the entrance.

There's a masterwork Halberd here.
It has a long shaft with an axehead in the end.
The general wore a half-plate, though it's heavy it can be hidden under clothes.
There's 40 gold coins in the soldier's footlockers along with personal items.
There's a dagger lying here.
It has a sickly green glow to it due to the pain poison.

You may now fight for who gets what.

No.2924

>>2923
"I'll take both gems in the name of the Inqusition.
The rest is yours."

"And can I get my rib fixed, Cleric?"

No.2925

>>2923
"I'd like to switch my sword for that halberd

does anyone want my shield?"

No.2926

>>2923
I'll take the dagger, roll for identificationRolled 10 = 10

No.2927

>>2923
I take the 40 gold and look for an antidote in our belongings.Rolled 10 = 10

No.2928

>>2923
Can I have that half-plate pls

No.2929

>>2924
Nuh-uh! Im going to keep this gems for now.
roll for heal on Dusk.Rolled 10 = 10

No.2930

>>2929
"Here, you can have one of them for healing me. I'll keep the other for further investigation."

No.2931

>>2930
I accept the gem and cast detect evil again.Rolled 13 = 13

No.2932

>>2924
>>2925
>>2926
>>2927
>>2928
>>2929
>>2930
Did everyone get what they wanted?
Auria has a shiny blue gem.
Dusk has a shiny blue gem
Noe has a halberd
Xiek has the dagger.
It's not very special looking, it's just coated in a very potent poison, and apparently it's scabbard is coated in it too.
>>2927
You find a family-sized bottle of antidote in your supplies. There's plenty for the squid too.
You get the dosh.
>>2928
Makkusu gets a halfplate, he makes a tabard from some sheets and paints his knightly order's logo on it with the blood of his enemies.
You can give the chainmail to someone.
>>2931
There's no evil here, you can be sure of it.

You walk back into the main hall.
The large doors swing open, and the squid submerges, probably to ponder the tickling wound on it's tentacle.

No.2933

>>2932
I take a drink of the antidote and tell the cleric to Cure the squid.

No.2934

>>2932
"Anyone needs a chain mail armour? How about you, bard? Dusk?"

No.2935

>>2933
Cast cure on the little squid.Rolled 14 = 14

No.2936

>>2932
>>2934
Nasse, is the chainmail better than what I currently have?

No.2937

>>2934
"I could use it, thank you. I wasn't prepared for such close quarter combats."

No.2938

>>2934
The bard looks over it and thinks he may be able to put some colourful ribbons or something to spice it up.
The inquisitor sneers at it.
"It's not as fancy as my official coat…but I guess if I have to."

Both classes can wear chainmail.
>>2936
You had a leather vest right?
Yes it's better.
If you didn't have that, you had a gaudy outfit.
Yes it's better.
>>2933
I meant to imply you both already did.
The party is at full health.

No.2939

>>2938
I'll take the chainmail.

No.2940

>>2937
"If you'd stop calling me an idiot and/or stupid, I'd gladly give it to you."

No.2941

>>2940
>>2939
"Looks like your bard friend already stated he needs it. My faith will be enough defense for me."

No.2942

>>2938
roll to see the state my shield is in, and then sharpen my sword while we're waitingRolled 20, 11 = 31

No.2943

>>2941
I'll trade it to you for that blue gem.

No.2944

>>2941
"Fair enough. You still owe me one, big time."

No.2945

>>2942
the point on your shield has gotten a bit dull, but otherwise it's fine.
You have to keep it slouched over your shoulder when using the halberd though.
Your sword is as fine as ever.

No.2946

>>2943
"Hah, this gem will be purged of evil and used by my superiors when I return from this quest. You can keep that lousy chainmail."

>>2944
"I was doing fine."

No.2948

>>2945
Can I fit the chainmail over my leather armor without be encumbered?

No.2949

>>2946
But I inspect the gems and there is no evil.Rolled 16 = 16

No.2951

>>2948
It would be really tight and would restrict your movement.
As you bicker about worldy possessions, a freezing cold wind blows out from the open doors in front of you.

No.2952

>>2949
"Then my superiours will find it even more useful. It was against protocol to give the others to you, but since you freed me and help me clearing this place I can turn my back on the law this once."

No.2955

>>2951
I'll quickly replace my leather armor with the chainmail then peak out the door.

No.2956

Take a combative stance, listening for anything unusualRolled 9 = 9

No.2958

>>2951
"Bbrrrr, this unnatural cold, Windigoes?"

Prepare a combat stance

No.2959

>>2951
My crossbow is as ready as ever.

No.2960

>>2951
Proceed towards the doors, trying to ignore the blistering cold.

No.2961

>>2951
Run and hide behind Xiek.Rolled 6 = 6

No.2962

>>2955
There's a long red mat going inside in the middle with a pedestal in the very end.
You can't see the details, but the walls are emblazoned with wooden ornaments and tattered wall-paintings.
On the pedestal there's a throne, and behind the throne is a painting of the same pony you saw in the entry hall, Sven Dragonbane.
You'll have to go in the hall to see to the pedestal.
>>2956
There is a strange sound in the wind, but you don't know what it means.

No.2963

>>2962
Cautiously enter the hall.

No.2964

>>2962
"Yo Tracker, search for traps!"

No.2965

>>2962
Cautiously enter the hall and scan for enemies and trapsRolled 4 = 4

No.2966

>>2962
Stay behind my party.Rolled 13 = 13

No.2967

>>2963
>>2964
>>2965
>>2966
As you slowly creep into the hall, you can make out two figures on the pedestal
One sitting on the trone with an evil-looking axe on his hand, and another, a pony clad in black robes slouched on the ground.
You presume this is the necromancer you came here to slay.

No.2968

Waiting to see if anything happens to Dusk.

No.2969

>>2967
I swear to God it's almost impossible to post with this spam detection.

No.2970

>>2967
Also, there's something funny about the painting.
Probably not a trap.

No.2971

>>2967
Put on my monocle and check them for EvilRolled 19 = 19

No.2972

>>2967
>>2970
Cast detect evil on the paiting.Rolled 12 = 12

No.2973

>>2971
Your vision is clouded by blackness and corruption.
This is not so great.
>>2972
The painting itself is just a painting.
How would you even make a painting evil?

No.2974

>>2967
wait several steps behind the group

No.2975

>>2967
"Identify yourselves!"

No.2976

>>2967
I shall check out the painting, perhaps there's something behind it, or that it's possessed with some demon and is checking me out

No.2977

>>2973
Do either of the figures know we are here?

No.2978

>>2977
I think now they do >>2975

No.2979

>>2976
Use a fire arrow on the painting.Rolled 12 = 12

No.2980

>>2973
I knock an arrow on my bow.

No.2985

>>2976
You're stopped dead on your tracks as
>>2975
The figure on the throne raises it's head.
He's wearing the exact same kind of a masked helmet, an ornate cape and padded out chainmail armour as the statue in the entry hall and the pone in the painting.
His axe is a two handed nordic axe, but the metal has turned black and the handle has hundreds upon hundreds of screaming faces on it.
To your surprise you can understand him as he speaks in an otherwordly voice:
>Sven, Sven Dragonbane, the slayer of dragons, duke of the lowlands, the first and only lord to the whitepeak hold!
His eyes burn red as he almost screams:
>'tis been ages since we've had visitors here in the hold!
>Why, I think the last time it was the marauding Pegasus army who slayed my kith and kin!
His eyes focus into burning red points as his gaze feels like it's trying to pierce Xiek's very form.
>And these damnable unicorns!
He kicks the form on the floor.
>Thinking they can master life and death! HA! I killed the fool the moment he tried to resurrect me.
>But something's wrong
>I didn't go back to my eternal slumber!
>It's this accursed staff!
He raises up a crooked staff with a bird's skull and bat's wings upon his head.
>It has corrupted my very form and even my family axe!
>But enough idle banter, it is my duty to slay any intruders in my hold!
Having finished his speech he charges.
Roll for iniative, score to beat: 15
You are fighting an otherwordly foe.
The skull staff is lying on the ground in front of him with an odd glow.

No.2986

>>2985
Dive to the side and race to the staff.
The others will handle himRolled 15 = 15

No.2987

>>2985
Shoot him with my bowRolled 4 = 4

No.2988

>>2985
I pick the staff with my magic.Rolled 18 = 18

No.2989

>>2985
switch out my halberd for MY axe and shield, and then charge

"HAVE AT THEE!"Rolled 19 = 19

No.2990

>>2985
"You have a bone to pick with us Pegasi? Well I'm not going down without a fight"

Marksman shot!Rolled 4 = 4

No.2991

>>2985
"Hrnk! Just my luck".
Try to at least damage him.

GET IN HERE http://www.mumuplayer.com/nasseponed-dRolled 5 = 5

No.2992

>>2986
>>2988
The staff cares little for your fickle attempts as it rises up from the ground and the necromancer's hoof rises up for it.
The necromancer has a huge gaping wound on his forehead, and all of his skin is malformed, covered in pustules or mutations.
An undead Necromancer has joined the fight.
>>2989
You meet the king under the mountain, only barely managing to stop his furious charge.
Your shield is locked against his huge axe.
>>2987
>>2990
There's just something about him that seems to defy your arrows.
Maybe he was moving too fast for your aim?
>>2991
Your attacks don't reach the lord as Noe is currently in your way.

No.2993

>>2992
I go after the undead Necromancer with my mace.Rolled 18 = 18

No.2994

>>2992
Ready my sword and shoot a Blast-bolt at the Necromancer.Rolled 2 = 2

No.2995

>>2992
Smite the evil necromander in the head.Rolled 16 = 16

No.2996

>>2992
Slam at the King!Rolled 15 = 15

No.2997

"I LIKED this shield!"

Drop my shield and roll to the side

then bury my axe into his backRolled 10, 8 = 18

No.2998

>>2992
Fire another arrow, but this time aimed at his legsRolled 3 = 3

No.3001

>>2993
You somehow manage to dodge the lord of the hold as you head for the necromancer.
You smash him on the arm, you are sure you can hear bone break, but the necromancer seems unafflicted.
>>2994
You should be glad you were holding the sword the right way around, for you might have ended up blasting yourself.
The Necromancer conjures a fireball.
You'd better take a dodge roll.
>>2995
The staff seems to automatically conjure a shield against your holy magic: this undead is not so weak against the light.
>>2996
You slam at the king's flank, sending him stumbling to the side-
>>2997
As you drop your shield, roll to the left, and get the full power of the lord's hind leg on your hoof.
You can hear a crunch.
You may no longer wield a shield until your hoof is fixed.
You can handle two-hoofed weapons without much difficulty. And one-hoofed weapons.
>>2998
Maybe it's the spite against your race that's shielding him from your wrath?

No.3002

>>3001
Rolling to dodge the fireball.Rolled 3 = 3

No.3003

>>3001
I smash the staff with mymace while the necromancer is distracted with Dusk.Rolled 18 = 18

No.3004

>>3001
Tch, a hate shield? I'll take care of the necromancer then

Marksman shot!Rolled 8 = 8

No.3006

Smite the undead fiend.Rolled 19 = 19

No.3007

>>3001
"Alright, knightbro. Let's do this!"
Strike at the King!Rolled 4 = 4

No.3008

>>3001
swing down on his head. and hope it embedsRolled 18 = 18

No.3009

>>3002
Your hat burns to cinders and your mane is on fire.
Roll to put it out.
>>3003
As the wicked necromancer cackles at Dusk's misfortune, you take another swing at him.
Again there's the sickening crunch of bone getting smashed, but his hoof does not let go of the staff.
You begin to suspect you'll have to sever his limbs to make him part from the staff.
Then his attention turns to you he screeches and spits some sort of acid onto you: This person was rotten through to his core before dying.
Roll to see if the acid has any effect.
>>3004
You're getting there, but not quite.
>>3006
Um, which one is that?
>>3007
The king easily dodges your slow sword and takes a swing at you. Though you can feel the blade on your skin you get but a scratch.
>>3008
His ornate mask cracks a little, but you're not sure if it had any other effect on the marauding lord.

No.3010

>>3009
I switch my mace out for my short sword.Rolled 7 = 7

No.3012

>>3009
The skeleton king.

For my next turn I smite him again.Rolled 13 = 13

No.3013

>>3009
Light my next arrow on fire with whatever oil I have left and fire at the necromancer!Rolled 20 = 20

No.3014

>>3009
"You disgust me, wretched filth!"

I set a bolt on fire from my mane and shoot it at the Necromancer before trying to put the fire out.Rolled 7, 18 = 25

No.3015

>>3009
"Not enough!"
Unleash another strike at the king.Rolled 4 = 4

No.3016

>>3009
Holding onto the axe handle, lift myself up and kick him with my back hoovesRolled 2 = 2

No.3017

>>3010
>7 for the effect of the acid
You feel weakened.
>>3012
You bring your holy wrath upon him again and again, battering his defenses, though they are not broken yet.
>>3013
The necromancers robes light up the night as you can hear pustules on his body pop and spill their pus and acid all over the floor.
This has weakened him and robbed him of his acidic attacks.
>>3014
You manage to extinguish your mane but fail to ignite a bolt.
>>3015
You fumble again, and the king takes another huge swing at you, which by all your knowledge should have split your skull in half.
However there's only a white line upon your brow.
You are puzzled as you're suddenly overcome by the feeling of falling.
As you fall on your knee the king laughs at you.
"Soon, you too shall become another agonized soul upon the hilt of my axe, brave sir knight!"
You are at a -1 to your next action unless someone can get the lord's attention or channel holy power through you.
>>3016
As you try to grasp the axe it feels as if a dozen impossibly sharp claws try to rip your hoof open.

No.3019

>>3017
I hack at the leg holding the staff with my short sword.Rolled 5 = 5

No.3020

>>3017
I charge at the Lord from behind with a Blasting sword strike.Rolled 4 = 4

No.3021

>>3017
Cast heal on Makkusu.Rolled 7 = 7

No.3023

>>3017
Call out to the king
"Hey! Didn't you have some beef with me?"

Fly around high enough to not be within his swinging range but not too far to lose his interest.Rolled 8 = 8

No.3025

>>3017
Slam the king with my unbroken hoof and draw my halberdRolled 2 = 2

No.3026

>>3017
"Haha…this doesn't look too good."
Activate Last Stand.Rolled 8 = 8

No.3027

>>3026
Are you sure? We have two people that can break the weapon's hold on youRolled 19 = 19

No.3029

>>3019
You hack and hack, but your blows only hit charred flesh around the arm, and the necromancer only seems mildly annoyed.
With a sudden hand motion he sends a gout of flame in your direction, you have but a split second to dodge!
>>3020
The lord stops your charge with his back hooves without even looking. You can feel somethig dislocate within you.
>>3021
The earth pony knight can stand up again, but he's still at minus 1.
>>3023
You foolish pegasus! Do you think a lifetime of war hasn't taught me some tricks?!
He throws a dagger hidden on his belt at your wing.
You'd better try to dodge that.
>>3025
You should be glad the king is busy with the pegasus.
You have your halberd on your hooves.
>>3026
You can hear a mechanical sound in your skull
"Are you sure about this"

No.3032

>>3029
Dodging.Rolled 20 = 20

No.3033

>>3029
Smite the king with holy light!Rolled 3 = 3

No.3034

>>3029
Dodging!Rolled 18 = 18

No.3035

>>3027
All these rolls yo

No.3036

>>3029
"You wretched creature of evil, I'll set you free from your torment!"

Infuse the sword with Blast again, and stab at him from behind.Rolled 16 = 16

No.3037

bash the king with the hilt of my sword, and swing at his head while pulling awayRolled 10, 14 = 24

No.3038

>>3035
Using that power means you WILL die at the end of combat.Rolled 2 = 2

No.3039

>>3029
"Hm, on a second thought.."
Unleash a hidden strike at the King!Rolled 18 = 18

No.3040

>>3032
With your dexterous rolling on the ground the confused necromancer hits himself with his own foul magic!
The necromancer is on fire.
Soon there will be but bones and charred skin left of his wicked form.
>>3033
It's as if your gods can't hear you down here
Even though your spell fails, you shouldn't loose hope!"
>>3034
You make a swoop in the air, completely dodging the projectile.
You keep sneering at the lord of the mountain.
>>3036
You thrust your glowing sword in his backside, making his whole form glow with energy.
You can see that it hurt as he pivots to face you
"Foolish mare!"
>>3037
You hit with both of your attacks, but the king's armour is so strong he barely notices it as his attentions are drawn to the inquisitor now before him.
>>3039
You attack at his backside, breaking a few rings from his armour.

No.3041

>>3038
I'm aware of that my good sir, it was hopelessly bleak but things are changing.

No.3042

>>3040
Smite the weak point in his broken armor.Rolled 6 = 6

No.3043

>>3040
Inspire Courage.

No.3044

>>3040
"Hush now as I'll ease your suffering, undead! Be gone from this realm!"

Strike again with a Sword-Blast.Rolled 1 = 1

No.3046

>>3043
This fucking spam detection system.Rolled 11 = 11

No.3047

>>3040
bring the full force of the halberd to his legsRolled 2 = 2

No.3048

>>3046
I forgot the +1 from tuning my banjo earlier.

No.3049

>>3040
Unleash another strike with the great sword at the King. A strike filled with confidence.Rolled 16 = 16

No.3050

>>3040
"Is this the best the Lord of the Mountain can do? Pegasi defeated you once before, and you will be defeated by one again!"

Keep taunting it to lower his guard and get his attentionRolled 2 = 2

No.3051

>>3044
The angered king takes a swing at you, but this time the impact is very real.
You can feel blood seeping from the wound to the floor as you feel a piece of your soul being dragged away.
>>3042
Still, the gods refuse to hear your pleas.
>>3046
Your song of heroes inspires courage upon your fellow adventurers. Everyone is at +1 to their next actions.
>>3047
The wound on your hoof acts up as you drop the halberd on the ground.
>>3049
Your strike pierces the heavens, and the fould king's armour, as he becomes confused as to which one of you poses a greater threat to him, you or the inquisitor.
>>3050
"Shut your mouth, knave! I have REAL warriors to fight with down here!" He remains concentrated.

No.3052

>>3051
Rise and fight inquisitor!
Cast heal on Dusk.Rolled 3 = 3

No.3053

>>3051
Inspire Courage again.Rolled 13 = 13

No.3054

>>3051
Don't falter.
"Your malicious ways don't break MY spirit, undeand! Feel the wrath of the Inquisition!"

Counter attack with the usual Sword-Blast technique!

No.3055

>>3054
This flood detection is annoying me to Hell and back.Rolled 6 = 6

No.3056

>>3054
>>3055
Immediately back up and guard Pale Dusk.Rolled 14 = 14

No.3057

>>3051
Tackle the king to the groundRolled 6 = 6

No.3058

>>3052
The fair inquisitor is still very much in peril, though she won't die immediately.
>>3053
You play the second verse of the song, as the party's mood rises through the roof.
Everyone's at +1 to their next rolls.
>>3055
You can't find the power for the blast as…
The undead king prepares for a finishing blow.
You may try to roll to evade and each action against him is at an additional +1 as he leaves himself open.
"Welcome to the abyss, INQUISITOR!"
>>3056
The king's stance falters as he is hit with the sword.
+1 to Dusk's evade roll.
>>3057
You jump over the king and land in front of the necromancer who gives you an ugly smile.
Xiek keeps making ugly faces at the king.

No.3059

>>3058
NOT TODAY MOTHERFUCKER!
Cast heal on dusk again!Rolled 1 = 1

No.3060

>>3058
Keep guarding her.

Hahaha I think our tracker has fallen asleep.Rolled 16 = 16

No.3061

>>3058
Keep on Inspiring Courage.Rolled 9 = 9

No.3063

>>3058
"I live to Purge Evil! I'LL DIE, TO PURGE EVIL!"

Dive in, as close to him as I can and by that I mean even brush up against him, and stab my Holy-power imbued sword deep within him.Rolled 10 = 10

No.3064

>>3060
Tracker falling asleep, that sounds familiar Rolled 6 = 6

No.3065

>>3058
smack the necromancer and challenge him to a game of single-hoofed 'fisticuffs'

loser hands over the staffRolled 19 = 19

No.3066

>20
You should smash his head instead.Rolled 13 = 13

No.3067

>>3059
>2
You still fail at completely stopping the hemorrhage but you are having an effect.
>>3060
Should I autopilot him
We'll stop soon after this boss anyway
You push the king off of Dusk with a great struggle, leaving him with uncertain footing.
You are at a +1 to your next action on him.
>>3061
Unfortunately by the third verse no one can give a shit anymore.
A rat is doing the moonwalk by the wall though.
>>3063
You dive at the form of the king with your sword charged, and you stab him.
Again the flash of light is there and the king drops his axe.
"I will get you for thaaaaaaaaaa~" his voice trails off and changes into a similar screech as the other skeleton's.
He's severely weakened.
Your blood loss isn't making this easy on you though, you need bandages and healing within two turns or you might fall unconscious.

No.3068

>>3067
Cast heal on dusk.Rolled 20 = 20

No.3069

>>3067
I rush in the battle the King with my mace.Rolled 1 = 1

No.3070

>>3065
>>3067
You are shouting your challenge at the king when the necromancer behind you starts to feel unappreciated.
He hurls a fireball at you.

No.3071

>>3069
Let's try that again.Rolled 4 = 4

No.3073

>>3067
Twist the blade.
Keep on Blasting.
"I'll end you, creature of the dark!"Rolled 14 = 14

No.3074

>>3067
Yeah, I think you should

"You guys take care of the king! I still have some bandages in my inventory. I'll apply it to Dusk."Rolled 8 = 8

No.3077

>>3068
Dusk's eyes light up with holy fire as her form is completely fixed, mane and all.
She's indeed so invigorated by the holy powers that she gets a +2 to her next blast.
>>3071
You hopelessly flail about with your mace, not hitting anything.
>>3073
The skeleton king screeches in agony as it tries to get your blade unstuck from his chest.
The beast is so harrowed that it can't concentrate on anything else but the glowing blade.
Everyone else has a plus 1 to their next rolls against the king.
>>3074
Applying bandages to a struggling mare in the middle of bloody hand-to-hand combat does not seem like a good idea, especially since she was just completely healed.
Xiek readies his bow as he starts taking down the necromancer.
Noe seems to be oblivious to the dangers of this lair.Rolled 18 = 18

No.3078

>>3070
but i was shouting at the necro

No.3079

>>3078
Doesn't change the fact that your party just ignored a fireball hurling maniac wielding a staff of resurrection for like three turns.
And your charge brought you closest to him.
I'm sorry for being a horrible DM

No.3080

>>3077
Let's try attacking him again with my mace.Rolled 18 = 18

No.3081

>>3077
Smite the king in the chest!Rolled 11 = 11

No.3082

>>3077
Keep it in there firmly.
Keep twisting and Blasting it.

"Hush now, your anguish is soon to end"Rolled 4 = 4

No.3083

>>3079
I thought you said he'd be dead in a few rounds from the fire.

No.3084

>>3079
I was thinking that Xiek was doing a pretty good job handling him, so I turned my attention to save Makkusu, but then Xiek fell asleep.
We dun goofed.Rolled 10 = 10

No.3085

>>3083
He'd be but a skeleton.
Severely weakened but still very much undead.
But I guess he could just die now to save time…

No.3086

>>3077
"Fair enough!"
Unleash a strike to the King. A strike that is true and hopeful.Rolled 14 = 14

No.3087

>>3085
No, we'll fight it out.
Don't be such a wussy, punish us for not paying attention!
Man up, be a savage DM!

No.3088

>>3080
You smash your mace at the undead as you see his whole form starting to dissolve.
This general is dead.
>>3086
You swing your greatsword at the general, causing him to loose his front legs.
All that is now needed is a killing blow…
>>3082
Which does not come from the inquisitor, but
>>3081
The humble cleric, whose holy powers finally crush the evil that has the hold of this body, as the flames on his eyes burn out and his form turns into dust.
>>3077
Xiek then fires his bow at the remaining enemy, the necromancer, who staggers from the hit.

No.3089

>>3077
Roll to run over and grab my halberd without taking much damageRolled 18 = 18

No.3090

>>3089
You have your halberd in hoof and you're ready to kill the necromancer.
+1 to your next action.

No.3091

>>3088
Spin around and fire a Marksman Shot at the necromancer.Rolled 4 = 4

No.3092

>>3088
Inspire Courage.

No.3093

>>3092Rolled 13 = 13

No.3094

>>3088
I levitate the king axe and throw it against the necromancer.Rolled 10 = 10

No.3095

>>3088
Woah, nice work Cleric. This would be a pretty sight to look at.

No.3096

>>3088
Slam the Necromancer to oblivion.Rolled 18 = 18

No.3097

>>3091
It seems as if thy gods don't approve of such weapons as crossbows, as your bolt goes wide.
>>3092
You decide to play whatever comes to your head, inspiring your whole party to deeds of valour.
+1 to party's next actions.
>>3094
As you try to grasp the axe your mind is overcome with hundreds of agonized voices and you drop it.
>>3096
You slam the necromancer, shattering his bones and causing him to finally let go of the skull staff.
We may quit here and proceed with the looting ceremony tomorrow when everyone's awake again

No.3098

>>3097
>no staff
I smite the shit out of him!
See ya tomorrow nasse.Rolled 15 = 15

No.3099

>>3097
I'll have to fix that fucking crossbow.
See you tomorrow!

No.3100

>>3097
Fair enough. I'll take my leave then, thanks for the quest bro.Rolled 19 = 19

No.3101

>>3097
This was fun.

No.3129

I have made an embarassing dispray towards my comrades, I must commit subaru. Sorry for suddenly dozing off guys


[To Top]